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	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Dynamic_Map_Generator&amp;diff=1317</id>
		<title>Dynamic Map Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Dynamic_Map_Generator&amp;diff=1317"/>
		<updated>2013-01-26T18:21:19Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update for mape being available as development snapshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dynamic Map Generator ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk has a dynamic map generator that can be used to generate maps that look different everytime but still have specified recurring patterns, like lava likes, mountains, or sky islands. The documentation is available in the [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html C4Script reference here].&lt;br /&gt;
&lt;br /&gt;
=== Mape ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mape.png|450px|border|right|Screenshot of Mape]]&lt;br /&gt;
&lt;br /&gt;
Mape is a tool that shows a live preview of the generated mape as the Landscape.txt code is being typed. The tool is available from the [http://www.openclonk.org/nightly-builds/ Development Snapshots] page for all major platforms. Its source code lives in the OpenClonk git repository.&lt;br /&gt;
&lt;br /&gt;
The tool is meant both for beginners and experts alike. Beginners can easily play around with all the possibilities and immediately see their effect on the generated map. Experts can easily tweak the map to their liking without having to restart the engine for every change they make.&lt;br /&gt;
&lt;br /&gt;
The mape window has four panels. The upper right part is the largest one which is where the Landscape.txt code can be edited. The panel to the left of it shows the file system tree. This is where one can select the Material.ocg file to be loaded. This specifies the materials and textures available to the map generator. The loaded materials and textures can be seen at the bottom panel once loaded which provides an easy view to what materials and textures are available. Finally in the lower right corner there is a preview of the generated map which updates as one types. The status bar contains error messages from the Landscape generator in case the Landscape.txt code is not correct.&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
* The options allow to specify the width and height of the generated mape. To avoid any surprises, especially when specifying parameters with pixels instead of percentages, this should always be set to the same size as the OpenClonk map that one plans to create.&lt;br /&gt;
&lt;br /&gt;
* In the options there is also the possibility to use a fixed seed for the random number generator. This allows to always create the same map when using the same Landscape.txt code, even if it contains randomness. This can come handy when trying to get a part of the map right and one does not want the rest of the map to change with every keystroke.&lt;br /&gt;
&lt;br /&gt;
* If the random seed is not fixed, the map preview can be clicked on to generate another version of the map using the same Landscape.txt code but the randomness is re-evaluated.&lt;br /&gt;
&lt;br /&gt;
* For big maps, rendering the map can take a while, up to a few seconds. This considerably slows down the feedback one gets for changing little things here and there. In this case, one can comment out the parts of the map that one does not work on right now and concentrate only on one specific feature or aspect of it, and then put it all together in the end.&lt;br /&gt;
&lt;br /&gt;
* For overlays that use algo=script, the Script.c file that contains the script function that is being evaluated by the algorithm needs to be in the same directory as the Landscape.txt file. Therefore the Landscape.txt file must be saved at least once before algo=script can be used, so that mape knows where to look for the Script.c file. The landscape preview does not update automatically when the Script.c file is changed, but a simple click on it re-generates it.&lt;br /&gt;
&lt;br /&gt;
=== Bug Reports and Feature Requests ===&lt;br /&gt;
&lt;br /&gt;
Bug Reports and Feature Requests can be reported in the [http://bugs.openclonk.org bug tracker]. There is a category for mape.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Dynamic_Map_Generator&amp;diff=1293</id>
		<title>Dynamic Map Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Dynamic_Map_Generator&amp;diff=1293"/>
		<updated>2013-01-12T15:42:17Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add a screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dynamic Map Generator ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk has a dynamic map generator that can be used to generate maps that look different everytime but still have specified recurring patterns, like lava likes, mountains, or sky islands. The documentation is available in the [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html C4Script reference here].&lt;br /&gt;
&lt;br /&gt;
=== Mape ===&lt;br /&gt;
&lt;br /&gt;
[[File:Mape.png|450px|border|right|Screenshot of Mape]]&lt;br /&gt;
&lt;br /&gt;
Mape is a tool that shows a live preview of the generated mape as the Landscape.txt code is being typed. Currently, the tool is available in [http://git.openclonk.org/ck/openclonk.git/shortlog/refs/heads/mape ck&#039;s experimental git repository]. I plan to merge it into the official OpenClonk repository soon and to provide development snapshots of it.&lt;br /&gt;
&lt;br /&gt;
The tool is meant both for beginners and experts alike. Beginners can easily play around with all the possibilities and immediately see their effect on the generated map. Experts can easily tweak the map to their liking without having to restart the engine for every change they make.&lt;br /&gt;
&lt;br /&gt;
The mape window has four panels. The upper right part is the largest one which is where the Landscape.txt code can be edited. The panel to the left of it shows the file system tree. This is where one can select the Material.ocg file to be loaded. This specifies the materials and textures available to the map generator. The loaded materials and textures can be seen at the bottom panel once loaded which provides an easy view to what materials and textures are available. Finally in the lower right corner there is a preview of the generated map which updates as one types. The status bar contains error messages from the Landscape generator in case the Landscape.txt code is not correct.&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
* The options allow to specify the width and height of the generated mape. To avoid any surprises, especially when specifying parameters with pixels instead of percentages, this should always be set to the same size as the OpenClonk map that one plans to create.&lt;br /&gt;
&lt;br /&gt;
* In the options there is also the possibility to use a fixed seed for the random number generator. This allows to always create the same map when using the same Landscape.txt code, even if it contains randomness. This can come handy when trying to get a part of the map right and one does not want the rest of the map to change with every keystroke.&lt;br /&gt;
&lt;br /&gt;
* If the random seed is not fixed, the map preview can be clicked on to generate another version of the map using the same Landscape.txt code but the randomness is re-evaluated.&lt;br /&gt;
&lt;br /&gt;
* For big maps, rendering the map can take a while, up to a few seconds. This considerably slows down the feedback one gets for changing little things here and there. In this case, one can comment out the parts of the map that one does not work on right now and concentrate only on one specific feature or aspect of it, and then put it all together in the end.&lt;br /&gt;
&lt;br /&gt;
* For overlays that use algo=script, the Script.c file that contains the script function that is being evaluated by the algorithm needs to be in the same directory as the Landscape.txt file. Therefore the Landscape.txt file must be saved at least once before algo=script can be used, so that mape knows where to look for the Script.c file. The landscape preview does not update automatically when the Script.c file is changed, but a simply click on it re-generates it.&lt;br /&gt;
&lt;br /&gt;
=== Bug Reports and Feature Requests ===&lt;br /&gt;
&lt;br /&gt;
For now, send bug reports and feature requests to me via the forum or IRC. If and when this gets included in the official OpenClonk repository I plan to create a category in the bugtracker for it.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:Mape.png&amp;diff=1292</id>
		<title>File:Mape.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:Mape.png&amp;diff=1292"/>
		<updated>2013-01-12T15:33:27Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Dynamic_Map_Generator&amp;diff=1291</id>
		<title>Dynamic Map Generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Dynamic_Map_Generator&amp;diff=1291"/>
		<updated>2013-01-12T15:32:46Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add some brief documentation for mape&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dynamic Map Generator ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk has a dynamic map generator that can be used to generate maps that look different everytime but still have specified recurring patterns, like lava likes, mountains, or sky islands. The documentation is available in the [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html C4Script reference here].&lt;br /&gt;
&lt;br /&gt;
=== Mape ===&lt;br /&gt;
&lt;br /&gt;
Mape is a tool that shows a live preview of the generated mape as the Landscape.txt code is being typed. Currently, the tool is available in [http://git.openclonk.org/ck/openclonk.git/shortlog/refs/heads/mape ck&#039;s experimental git repository]. I plan to merge it into the official OpenClonk repository soon and to provide development snapshots of it.&lt;br /&gt;
&lt;br /&gt;
The tool is meant both for beginners and experts alike. Beginners can easily play around with all the possibilities and immediately see their effect on the generated map. Experts can easily tweak the map to their liking without having to restart the engine for every change they make.&lt;br /&gt;
&lt;br /&gt;
The mape window has four panels. The upper right part is the largest one which is where the Landscape.txt code can be edited. The panel to the left of it shows the file system tree. This is where one can select the Material.ocg file to be loaded. This specifies the materials and textures available to the map generator. The loaded materials and textures can be seen at the bottom panel once loaded which provides an easy view to what materials and textures are available. Finally in the lower right corner there is a preview of the generated map which updates as one types. The status bar contains error messages from the Landscape generator in case the Landscape.txt code is not correct.&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
* The options allow to specify the width and height of the generated mape. To avoid any surprises, especially when specifying parameters with pixels instead of percentages, this should always be set to the same size as the OpenClonk map that one plans to create.&lt;br /&gt;
&lt;br /&gt;
* In the options there is also the possibility to use a fixed seed for the random number generator. This allows to always create the same map when using the same Landscape.txt code, even if it contains randomness. This can come handy when trying to get a part of the map right and one does not want the rest of the map to change with every keystroke.&lt;br /&gt;
&lt;br /&gt;
* If the random seed is not fixed, the map preview can be clicked on to generate another version of the map using the same Landscape.txt code but the randomness is re-evaluated.&lt;br /&gt;
&lt;br /&gt;
* For big maps, rendering the map can take a while, up to a few seconds. This considerably slows down the feedback one gets for changing little things here and there. In this case, one can comment out the parts of the map that one does not work on right now and concentrate only on one specific feature or aspect of it, and then put it all together in the end.&lt;br /&gt;
&lt;br /&gt;
* For overlays that use algo=script, the Script.c file that contains the script function that is being evaluated by the algorithm needs to be in the same directory as the Landscape.txt file. Therefore the Landscape.txt file must be saved at least once before algo=script can be used, so that mape knows where to look for the Script.c file. The landscape preview does not update automatically when the Script.c file is changed, but a simply click on it re-generates it.&lt;br /&gt;
&lt;br /&gt;
=== Bug Reports and Feature Requests ===&lt;br /&gt;
&lt;br /&gt;
For now, send bug reports and feature requests to me via the forum or IRC. If and when this gets included in the official OpenClonk repository I plan to create a category in the bugtracker for it.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Development&amp;diff=1288</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Development&amp;diff=1288"/>
		<updated>2012-12-30T20:48:08Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update for git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
OpenClonk is an open project. That means it depends on people coming in and helping out. People just like you! This page should give you an idea what you could do in order to get involved.&lt;br /&gt;
&lt;br /&gt;
=== Use Development Snapshots ===&lt;br /&gt;
&lt;br /&gt;
OpenClonk is continously in development. The &amp;quot;current&amp;quot; version can change daily! If you want to follow the development, it is a good idea to make sure you are able to run development versions. You will not need to build them yourself - just use the development snapshots linked below and you should be ready to go.&lt;br /&gt;
&lt;br /&gt;
* Development Snapshots - [http://www.openclonk.org/nightly-builds/ www.openclonk.org/nightly-builds/]&lt;br /&gt;
* Blog - [http://blog.openclonk.org blog.openclonk.org]&lt;br /&gt;
* Changelog - [http://git.openclonk.org/openclonk.git git.openclonk.org/openclonk.git]&lt;br /&gt;
* Browse source - [http://git.openclonk.org/openclonk.git/tree/refs/heads/master git.openclonk.org/openclonk.git/tree/refs/heads/master]&lt;br /&gt;
&lt;br /&gt;
=== Report Bugs ===&lt;br /&gt;
&lt;br /&gt;
We cannot possibly account for every possible configuration out there. If you see something that&#039;s wrong, we would really like to know about it. Especially if you are willing to actively work with us in finding a solution for the problem.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can reach us:&lt;br /&gt;
&lt;br /&gt;
* IRC - [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net (Problems connecting? Use irc.ham.de.euirc.net)&lt;br /&gt;
* Bugtracker - [http://bugs.openclonk.org bugs.openclonk.org]&lt;br /&gt;
* Forum - [http://forum.openclonk.org forum.openclonk.org]&lt;br /&gt;
&lt;br /&gt;
=== Contribute Scripts or Game Content ===&lt;br /&gt;
&lt;br /&gt;
Just like Clonk Rage before, most things in OpenClonk can be changed without touching the engine. Instead, we rely on a script language and a flexible game content system to make up our game content. This means that you can get involved easily - without having to learn C++ first! Traditionally, developing own objects and scenarios and sharing them with others has been how pretty much all of today&#039;s developers started out.&lt;br /&gt;
&lt;br /&gt;
* Developer Documentation [http://docs.openclonk.org/en/sdk/ docs.openclonk.org/en/sdk/]&lt;br /&gt;
* Forum - [http://forum.openclonk.org forum.openclonk.org]&lt;br /&gt;
* Style Guide - [http://wiki.openclonk.org/w/C4Script_Style_Guidelines wiki.openclonk.org/w/C4Script_Style_Guidelines]&lt;br /&gt;
* Contribute changes - [[Git Workflow]]&lt;br /&gt;
&lt;br /&gt;
=== Build OpenClonk Yourself ===&lt;br /&gt;
&lt;br /&gt;
When delving deeper into OpenClonk, you will often find yourself in the situation that you need a closer look at what makes OpenClonk tick internally. At that point, it is a good idea to assume the perspective of developers - get the source code and build it in your own development environment.&lt;br /&gt;
&lt;br /&gt;
* Tutorial for Windows - [http://wiki.openclonk.org/w/Building_with_Windows wiki.openclonk.org/w/Building_with_Windows]&lt;br /&gt;
* General instructions - [http://wiki.openclonk.org/w/Build_OpenClonk wiki.openclonk.org/w/Build_OpenClonk]&lt;br /&gt;
* Mercurial Guide - [http://wiki.openclonk.org/w/Mercurial_Guide wiki.openclonk.org/w/Mercurial_Guide]&lt;br /&gt;
* Mercurial Repository - [http://hg.openclonk.org/openclonk/ hg.openclonk.org/openclonk/]&lt;br /&gt;
* Source Code Structure - [http://wiki.openclonk.org/w/Source_code_structure wiki.openclonk.org/w/Source_code_structure]&lt;br /&gt;
&lt;br /&gt;
=== Hack the OpenClonk Engine ===&lt;br /&gt;
&lt;br /&gt;
Maybe you already are well-versed in C++ and want to help out actually diagnosing problems? Or - even better - have your own ideas on engine improvements? We are always glad to look at patches.&lt;br /&gt;
&lt;br /&gt;
* Wondering where to start? - [[GSoC2011Ideas|Ideas page]]&lt;br /&gt;
* Debugging synchronization losses - [http://wiki.openclonk.org/w/Sync_losses wiki.openclonk.org/w/Sync_Losses]&lt;br /&gt;
* Style Guide - [http://wiki.openclonk.org/w/Style_Guidelines wiki.openclonk.org/w/Style_Guidelines]&lt;br /&gt;
* Forum, developers&#039; corner - [http://forum.openclonk.org/board_show.pl?bid=5 forum.openclonk.org]&lt;br /&gt;
* Contribute changes - [[Git Workflow]]&lt;br /&gt;
&lt;br /&gt;
=== Legal Stuff ===&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code (engine and script) and CC-by for most other media. Read more about the [[License | license stuff]] here.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=907</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=907"/>
		<updated>2011-03-23T10:48:09Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update for GSoC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
Note: OpenClonk was not accepted as a mentoring organization in 2011.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no linear gameplay like a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level or map) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish. One scenario may bring you to a watery cave and the next one up in the sky to solitary floating islands where falling down marks the end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very own scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, Wild West scenarios, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk features an own powerful scripting language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that it was, it is and will remain a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to some students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test. We do not require students to know the shareware titles though - actually an unbiased view on our current game is likely to be much more valuable.&lt;br /&gt;
Applying students should try out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers; most of them knowing each other for years and in person, becoming friends. We are looking forward to students who like Clonk as we do and to many fun online rounds with them.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organized in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers; instead we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the separate easily-to-modify content is written in Clonk&#039;s own C-like scripting language C4Script. As OpenClonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Graphics rendering with OpenGL/DirectX, GUI design, serialization of game objects (for save games/network), network synchronization, (IRC) chat client, script parser and language design, dynamic map generator (including [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map definition] parser), sound and music programming, packaging game content and distributing standalone updates, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing configuration files/windows registry entries, internationalization and, of course, concepting, designing and creating the game content with C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of proposed tasks.&#039;&#039;&#039; Custom ideas from student are of course both encouraged and considered as well.&lt;br /&gt;
&lt;br /&gt;
=== Application ===&lt;br /&gt;
&lt;br /&gt;
If you are a student planning to apply for OpenClonk in GSoC 2011 please get in touch with us before applying. This allows you to be introduced to the community and it allows the community and especially the mentors to get to know you before they have to rank the student applications. Also this way we can discuss ideas and timelines for the project and tailor them to your individual needs and skills.&lt;br /&gt;
&amp;lt;!-- TODO: Isn&#039;t there a form provided by Google for students to fill? &lt;br /&gt;
Student&#039;s applications can be sent to &#039;&#039;&#039;gsoc2011@openclonk.org&#039;&#039;&#039;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once accepted we will also ask you to give a brief status report every week. This way we make sure to always be up to date on your progress and we notice quickly when things are not running as smooth as expected and we can offer additional help.&lt;br /&gt;
&lt;br /&gt;
=== Application Template ===&lt;br /&gt;
&lt;br /&gt;
Please use the following template when applying as a student for OpenClonk in GSoC 2011, or make sure to precisely answer the questions therein.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039;&lt;br /&gt;
Your name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Email Address:&#039;&#039;&#039;&lt;br /&gt;
Your primary email address.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other means to get in contact with you (optional):&#039;&#039;&#039;&lt;br /&gt;
Jabber, Skype, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Title:&#039;&#039;&#039;&lt;br /&gt;
The title of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract:&#039;&#039;&#039;&lt;br /&gt;
A few sentences to briefly describe your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039;&lt;br /&gt;
A more detailed description of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timeline:&#039;&#039;&#039;&lt;br /&gt;
Please divide your project into several smaller tasks and assign a date to each of them when you plan to get them finished.&lt;br /&gt;
Also let us know if you plan not to be available for some time, such as for vacation.&lt;br /&gt;
Please feel free to discuss this before applying with our community and mentors in the forums or in IRC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qualifications:&#039;&#039;&#039;&lt;br /&gt;
What skills do you have that allow you to successfully finish the project?&lt;br /&gt;
What do you maybe need to learn?&lt;br /&gt;
What makes you the best candidate for this project?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio:&#039;&#039;&#039;&lt;br /&gt;
Tell us a bit about yourself.&lt;br /&gt;
Where are you living, what are studying?&lt;br /&gt;
What are you doing besides coding?&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
Clonk-Karl&lt;br /&gt;
&lt;br /&gt;
Clonkonaut (backup)&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nophoto.png|left]] &#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=906</id>
		<title>GSoC2011Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=906"/>
		<updated>2011-03-23T10:47:12Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of possible student projects for [[Google Summer of Code 2011]]. The game engine is written in C++ so you should be familiar with its basics for all the projects below. If there is something in OpenClonk you would like to work on in the scope of GSoC 2011 and which is not in this list then please contact us in [http://wiki.openclonk.org/w/Development IRC] or in the [http://forum.openclonk.org/ forums] and if it&#039;s a cool idea we can surely find a mentor and make it happen. Also if you have questions to any of the ideas below feel free to ask in IRC, in the forums or talk directly to one of the mentors listed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; OpenClonk was not accepted as a mentoring organization in 2011. If you want to work on any of the ideas below without being paid you are still more than welcome of course, and the mentors mentioned would be happy to get you started and assist you where they can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Introduce DirectX support===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
When we introduced support for 3D mesh rendering we only did so for the OpenGL renderer. Since meshes are required to run the game the DirectX option is currently disabled. However there are many drivers which support DirectX better than OpenGL, and Window handling (such as Tabbing out) works better in DirectX mode, so it would be cool to have it back. The current implementation of the 3D mesh renderer loads meshes in the Ogre3D format and amongst others, supports uv-mapped textures,  orthographic/perspective rendering, (bone) animations, an interface to C4Script (Clonk&#039;s script language) for attaching additional meshes to bones, change textures as well as play, mix and control different animations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://bugs.openclonk.org/view.php?id=122 Bug]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, Windows OS, ideally some basic understanding of 3D computer graphics / DirectX API&lt;br /&gt;
&lt;br /&gt;
===Mesh Rendering performance===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
Some players report poor FPS rates on their otherwise adequate hardware. This task involves finding potential bottlenecks and fixing them. Especially the new mesh rendering code is probably subject to more optimization. Ideas for things to investigate include re-using the depth buffer for multiple meshes, executing skeletal animation on the hardware or adding support for Level-of-Detail for meshes and/or textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?pid=11648#pid11648 A forum thread], [http://forum.openclonk.org/topic_show.pl?pid=10831#pid10831 Another thread]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
&lt;br /&gt;
===Multi-Device support===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
With the overhauled controls in OpenClonk it became impossible to play the game in splitscreen mode because every player needs mouse control. Splitscreen mode can be re-introduced by allowing multiple mices to be used, one for each player. The generic splitscreen code is still in place, so the code that needs to be written needs to manage multiple input devices and propagate events correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium to Hard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?tid=645 Some initial forum discussion], [http://bugs.openclonk.org/view.php?id=543 Bug]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, at least two mice/pointing devices :)&lt;br /&gt;
&lt;br /&gt;
===Extend in-game GUI: Non-modal inventory windows===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=54 Maikel], [http://forum.openclonk.org/user_info.pl?uid=1 Newton]&lt;br /&gt;
&lt;br /&gt;
The in-game inventory management is overhauled completely for the next milestone to be faster and more intuitive to use. This involves the implementation of generic non-modal windows which can interact with each other through an appropriate script interface. The generic windows are written in C++ while the specific (inventory) windows should be implemented using the script interface provided by the C++ implementation. To summarize, this project consists of three different areas of work: First, the construction and rendering of the windows and its contents, second, the interface to C4Script and third, the implementation of specific inventory (and other) windows in C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; &#039;&#039;None yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally knowledge about C4Script (Clonk&#039;s scripting language)&lt;br /&gt;
&lt;br /&gt;
===Finish implementing the landscape zoom shader===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=27 PeterW], [http://forum.openclonk.org/user_info.pl?uid=18 ck]&lt;br /&gt;
&lt;br /&gt;
OpenClonk allows to zoom in and out. Object graphics have been updated to a higher resolution so that they do not look blurry when zoomed in, but this is not the case for the landscape yet. There is a prototype attempt to scale the landscape using the an algorithm similar to [http://en.wikipedia.org/wiki/Hq3x Hq3x] at runtime on the hardware. The goal of this project is to finish it and to integrate it into the OpenClonk engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?tid=498 forum discussion and presentation of a prototype implementation]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally some experience with shader programming&lt;br /&gt;
&lt;br /&gt;
===Editor redesign===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=1 Newton], [http://forum.openclonk.org/user_info.pl?uid=18 ck]&lt;br /&gt;
&lt;br /&gt;
OpenClonk features an editor in which, amongst other things, selected objects in the game can be altered and their methods be called. Currently, the window that shows the properties of an object shows the properties of the object definition, the actual object, local variables and effects on the object in a small simple text window which is inconvenient and which doesn&#039;t allow the values to be changed. The window that lists the objects in the game also needs a redesign as it is unclear which item in the list represent which object in the game area.&lt;br /&gt;
&lt;br /&gt;
All in all, the editor needs a thorough redesign to be more helpful in scenario creation and debugging of game content. For example the properties window should show the different types of properties of an objects in separate tabs and in an editable table. But there are many more improvements that can be done on the editor such as a simple way to put new objects into the game area.&lt;br /&gt;
&lt;br /&gt;
The editor for the Linux version is made with GTK+, the editor for the windows version uses native Windows controls. However it is up to you what GUI technology you want to use for the redesigned editor (and on what platform you want to get it working first) so choose whatever you are familiar with. Another option is to use the same code that is also used for the ingame GUI, C4GUI. This requires probably more work than using an existing well-known toolkit but might turn out to be easier to maintain on all three platforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy to Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; This is how the editor looks currently: [[Media:Gtkeditor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally experience in GUI programming&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=905</id>
		<title>GSoC2011Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=905"/>
		<updated>2011-03-23T10:46:57Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update for GSoC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of possible student projects for [[Google Summer of Code 2011]]. The game engine is written in C++ so you should be familiar with its basics for all the projects below. If there is something in OpenClonk you would like to work on in the scope of GSoC 2011 and which is not in this list then please contact us in [http://wiki.openclonk.org/w/Development IRC] or in the [http://forum.openclonk.org/ forums] and if it&#039;s a cool idea we can surely find a mentor and make it happen. Also if you have questions to any of the ideas below feel free to ask in IRC, in the forums or talk directly to one of the mentors listed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; OpenClonk was not accepted as a mentoring organization in 2011. If you want to work on any of the ideas below without being paid you are still more than welcome of course, and the mentors mentioned would be happy to get you started and assist you where they can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Introduce DirectX support===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
When we introduced support for 3D mesh rendering we only did so for the OpenGL renderer. Since meshes are required to run the game the DirectX option is currently disabled. However there are many drivers which support DirectX better than OpenGL, and Window handling (such as Tabbing out) works better in DirectX mode, so it would be cool to have it back. The current implementation of the 3D mesh renderer loads meshes in the Ogre3D format and amongst others, supports uv-mapped textures,  orthographic/perspective rendering, (bone) animations, an interface to C4Script (Clonk&#039;s script language) for attaching additional meshes to bones, change textures as well as play, mix and control different animations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://bugs.openclonk.org/view.php?id=122 Bug]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, Windows OS, ideally some basic understanding of 3D computer graphics / DirectX API&lt;br /&gt;
&lt;br /&gt;
===Mesh Rendering performance===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
Some players report poor FPS rates on their otherwise adequate hardware. This task involves finding potential bottlenecks and fixing them. Especially the new mesh rendering code is probably subject to more optimization. Ideas for things to investigate include re-using the depth buffer for multiple meshes, executing skeletal animation on the hardware or adding support for Level-of-Detail for meshes and/or textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?pid=11648#pid11648 A forum thread], [http://forum.openclonk.org/topic_show.pl?pid=10831#pid10831 Another thread]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
&lt;br /&gt;
===Multi-Device support===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
With the overhauled controls in OpenClonk it became impossible to play the game in splitscreen mode because every player needs mouse control. Splitscreen mode can be re-introduced by allowing multiple mices to be used, one for each player. The generic splitscreen code is still in place, so the code that needs to be written needs to manage multiple input devices and propagate events correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium to Hard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?tid=645 Some initial forum discussion], [http://bugs.openclonk.org/view.php?id=543 Bug]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, at least two mice/pointing devices :)&lt;br /&gt;
&lt;br /&gt;
===Extend in-game GUI: Non-modal inventory windows===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=54 Maikel], [http://forum.openclonk.org/user_info.pl?uid=1 Newton]&lt;br /&gt;
&lt;br /&gt;
The in-game inventory management is overhauled completely for the next milestone to be faster and more intuitive to use. This involves the implementation of generic non-modal windows which can interact with each other through an appropriate script interface. The generic windows are written in C++ while the specific (inventory) windows should be implemented using the script interface provided by the C++ implementation. To summarize, this project consists of three different areas of work: First, the construction and rendering of the windows and its contents, second, the interface to C4Script and third, the implementation of specific inventory (and other) windows in C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; &#039;&#039;None yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally knowledge about C4Script (Clonk&#039;s scripting language)&lt;br /&gt;
&lt;br /&gt;
===Finish implementing the landscape zoom shader===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=27 PeterW], [http://forum.openclonk.org/user_info.pl?uid=18 ck]&lt;br /&gt;
&lt;br /&gt;
OpenClonk allows to zoom in and out. Object graphics have been updated to a higher resolution so that they do not look blurry when zoomed in, but this is not the case for the landscape yet. There is a prototype attempt to scale the landscape using the an algorithm similar to [http://en.wikipedia.org/wiki/Hq3x Hq3x] at runtime on the hardware. The goal of this project is to finish it and to integrate it into the OpenClonk engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?tid=498 forum discussion and presentation of a prototype implementation]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally some experience with shader programming&lt;br /&gt;
&lt;br /&gt;
===Editor redesign===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=1 Newton], [http://forum.openclonk.org/user_info.pl?uid=18 ck]&lt;br /&gt;
&lt;br /&gt;
OpenClonk features an editor in which, amongst other things, selected objects in the game can be altered and their methods be called. Currently, the window that shows the properties of an object shows the properties of the object definition, the actual object, local variables and effects on the object in a small simple text window which is inconvenient and which doesn&#039;t allow the values to be changed. The window that lists the objects in the game also needs a redesign as it is unclear which item in the list represent which object in the game area.&lt;br /&gt;
&lt;br /&gt;
All in all, the editor needs a thorough redesign to be more helpful in scenario creation and debugging of game content. For example the properties window should show the different types of properties of an objects in separate tabs and in an editable table. But there are many more improvements that can be done on the editor such as a simple way to put new objects into the game area.&lt;br /&gt;
&lt;br /&gt;
The editor for the Linux version is made with GTK+, the editor for the windows version uses native Windows controls. However it is up to you what GUI technology you want to use for the redesigned editor (and on what platform you want to get it working first) so choose whatever you are familiar with. Another option is to use the same code that is also used for the ingame GUI, C4GUI. This requires probably more work than using an existing well-known toolkit but might turn out to be easier to maintain on all three platforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy to Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; This is how the editor looks currently: [[Media:Gtkeditor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally experience in GUI programming&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Development&amp;diff=904</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Development&amp;diff=904"/>
		<updated>2011-03-23T10:44:00Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update for GSoC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenClonk is licensed under the the ISC license for code and CC-by for most other media. Read more about the [[License | license stuff]].&lt;br /&gt;
&lt;br /&gt;
OpenClonk applied for the [[Google Summer of Code 2011]] but was not accepted. For those still interested the [[GSoC2011Ideas|Ideas page]] is available. We would still be willing to mentor anyone who wants to work on any of them (unpaid).&lt;br /&gt;
&lt;br /&gt;
Check out the [[Developers Guide]].&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&#039;&#039;&#039;Communication&#039;&#039;&#039;&lt;br /&gt;
* IRC - [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net (Problems connecting? Use irc.ham.de.euirc.net)&lt;br /&gt;
** [[IRCMeeting|IRC meetings]] (logs of our irregular IRC meetings)&lt;br /&gt;
* Forum - [http://forum.openclonk.org forum.openclonk.org]&lt;br /&gt;
* Bugtracker - [http://bugs.openclonk.org bugs.openclonk.org]&lt;br /&gt;
* Blog - [http://blog.openclonk.org blog.openclonk.org]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Source and info&#039;&#039;&#039;&lt;br /&gt;
* Nightly builds - [http://www.openclonk.org/nightly-builds/ www.openclonk.org/nightly-builds/]&lt;br /&gt;
* Changelog - [http://hg.openclonk.org/openclonk/ hg.openclonk.org]&lt;br /&gt;
* Browse source - [http://hg.openclonk.org/file/ hg.openclonk.org/file/]&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=903</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=903"/>
		<updated>2011-03-11T18:02:09Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no linear gameplay like a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level or map) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish. One scenario may bring you to a watery cave and the next one up in the sky to solitary floating islands where falling down marks the end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very own scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, Wild West scenarios, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk features an own powerful scripting language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that it was, it is and will remain a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to some students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test. We do not require students to know the shareware titles though - actually an unbiased view on our current game is likely to be much more valuable.&lt;br /&gt;
Applying students should try out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers; most of them knowing each other for years and in person, becoming friends. We are looking forward to students who like Clonk as we do and to many fun online rounds with them.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organized in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers; instead we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the separate easily-to-modify content is written in Clonk&#039;s own C-like scripting language C4Script. As OpenClonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Graphics rendering with OpenGL/DirectX, GUI design, serialization of game objects (for save games/network), network synchronization, (IRC) chat client, script parser and language design, dynamic map generator (including [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map definition] parser), sound and music programming, packaging game content and distributing standalone updates, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing configuration files/windows registry entries, internationalization and, of course, concepting, designing and creating the game content with C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of proposed tasks.&#039;&#039;&#039; Custom ideas from student are of course both encouraged and considered as well.&lt;br /&gt;
&lt;br /&gt;
=== Application ===&lt;br /&gt;
&lt;br /&gt;
If you are a student planning to apply for OpenClonk in GSoC 2011 please get in touch with us before applying. This allows you to be introduced to the community and it allows the community and especially the mentors to get to know you before they have to rank the student applications. Also this way we can discuss ideas and timelines for the project and tailor them to your individual needs and skills.&lt;br /&gt;
&amp;lt;!-- TODO: Isn&#039;t there a form provided by Google for students to fill? &lt;br /&gt;
Student&#039;s applications can be sent to &#039;&#039;&#039;gsoc2011@openclonk.org&#039;&#039;&#039;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once accepted we will also ask you to give a brief status report every week. This way we make sure to always be up to date on your progress and we notice quickly when things are not running as smooth as expected and we can offer additional help.&lt;br /&gt;
&lt;br /&gt;
=== Application Template ===&lt;br /&gt;
&lt;br /&gt;
Please use the following template when applying as a student for OpenClonk in GSoC 2011, or make sure to precisely answer the questions therein.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039;&lt;br /&gt;
Your name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Email Address:&#039;&#039;&#039;&lt;br /&gt;
Your primary email address.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other means to get in contact with you (optional):&#039;&#039;&#039;&lt;br /&gt;
Jabber, Skype, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Title:&#039;&#039;&#039;&lt;br /&gt;
The title of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract:&#039;&#039;&#039;&lt;br /&gt;
A few sentences to briefly describe your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039;&lt;br /&gt;
A more detailed description of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timeline:&#039;&#039;&#039;&lt;br /&gt;
Please divide your project into several smaller tasks and assign a date to each of them when you plan to get them finished.&lt;br /&gt;
Also let us know if you plan not to be available for some time, such as for vacation.&lt;br /&gt;
Please feel free to discuss this before applying with our community and mentors in the forums or in IRC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qualifications:&#039;&#039;&#039;&lt;br /&gt;
What skills do you have that allow you to successfully finish the project?&lt;br /&gt;
What do you maybe need to learn?&lt;br /&gt;
What makes you the best candidate for this project?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio:&#039;&#039;&#039;&lt;br /&gt;
Tell us a bit about yourself.&lt;br /&gt;
Where are you living, what are studying?&lt;br /&gt;
What are you doing besides coding?&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
Clonk-Karl&lt;br /&gt;
&lt;br /&gt;
Clonkonaut (backup)&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nophoto.png|left]] &#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=902</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=902"/>
		<updated>2011-03-11T18:01:39Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no linear gameplay like a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level or map) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish. One scenario may bring you to a watery cave and the next one up in the sky to solitary floating islands where falling down marks the end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very own scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, Wild West scenarios, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk features an own powerful scripting language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that it was, it is and will remain a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to some students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test. We do not require students to know the shareware titles though - actually an unbiased view on our current game is likely to be much more valuable.&lt;br /&gt;
Applying students should try out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers; most of them knowing each other for years and in person, becoming friends. We are looking forward to students who like Clonk as we do and to many fun online rounds with them.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organized in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers; instead we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the separate easily-to-modify content is written in Clonk&#039;s own C-like scripting language C4Script. As OpenClonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Graphics rendering with OpenGL/DirectX, GUI design, serialization of game objects (for save games/network), network synchronization, (IRC) chat client, script parser and language design, dynamic map generator (including [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map definition] parser), sound and music programming, packaging game content and distributing standalone updates, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing configuration files/windows registry entries, internationalization and, of course, concepting, designing and creating the game content with C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of proposed tasks.&#039;&#039;&#039; Custom ideas from student are of course both encouraged and considered as well.&lt;br /&gt;
&lt;br /&gt;
=== Application ===&lt;br /&gt;
&lt;br /&gt;
If you are a student planning to apply for OpenClonk in GSoC 2011 please get in touch with us before applying. This allows you to be introduced to the community and it allows the community and especially the mentors to get to know you before they have to rank the student applications. Also this way we can discuss ideas and timelines for the project and tailor them to your individual needs and skills.&lt;br /&gt;
&amp;lt;!-- TODO: Isn&#039;t there a form provided by Google for students to fill? &lt;br /&gt;
Student&#039;s applications can be sent to &#039;&#039;&#039;gsoc2011@openclonk.org&#039;&#039;&#039;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will also ask you to give a brief status report every week. This way we make sure to always be up to date on your progress and we notice quickly when things are not running as smooth as expected and we can offer additional help.&lt;br /&gt;
&lt;br /&gt;
=== Application Template ===&lt;br /&gt;
&lt;br /&gt;
Please use the following template when applying as a student for OpenClonk in GSoC 2011, or make sure to precisely answer the questions therein.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039;&lt;br /&gt;
Your name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Email Address:&#039;&#039;&#039;&lt;br /&gt;
Your primary email address.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other means to get in contact with you (optional):&#039;&#039;&#039;&lt;br /&gt;
Jabber, Skype, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Title:&#039;&#039;&#039;&lt;br /&gt;
The title of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract:&#039;&#039;&#039;&lt;br /&gt;
A few sentences to briefly describe your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039;&lt;br /&gt;
A more detailed description of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timeline:&#039;&#039;&#039;&lt;br /&gt;
Please divide your project into several smaller tasks and assign a date to each of them when you plan to get them finished.&lt;br /&gt;
Also let us know if you plan not to be available for some time, such as for vacation.&lt;br /&gt;
Please feel free to discuss this before applying with our community and mentors in the forums or in IRC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qualifications:&#039;&#039;&#039;&lt;br /&gt;
What skills do you have that allow you to successfully finish the project?&lt;br /&gt;
What do you maybe need to learn?&lt;br /&gt;
What makes you the best candidate for this project?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio:&#039;&#039;&#039;&lt;br /&gt;
Tell us a bit about yourself.&lt;br /&gt;
Where are you living, what are studying?&lt;br /&gt;
What are you doing besides coding?&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
Clonk-Karl&lt;br /&gt;
&lt;br /&gt;
Clonkonaut (backup)&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nophoto.png|left]] &#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=901</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=901"/>
		<updated>2011-03-11T15:35:36Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add application template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no linear gameplay like a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level or map) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish. One scenario may bring you to a watery cave and the next one up in the sky to solitary floating islands where falling down marks the end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very own scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, Wild West scenarios, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk features an own powerful scripting language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that it was, it is and will remain a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to some students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test. We do not require students to know the shareware titles though - actually an unbiased view on our current game is likely to be much more valuable.&lt;br /&gt;
Applying students should try out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers; most of them knowing each other for years and in person, becoming friends. We are looking forward to students who like Clonk as we do and to many fun online rounds with them.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organized in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers; instead we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the separate easily-to-modify content is written in Clonk&#039;s own C-like scripting language C4Script. As OpenClonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Graphics rendering with OpenGL/DirectX, GUI design, serialization of game objects (for save games/network), network synchronization, (IRC) chat client, script parser and language design, dynamic map generator (including [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map definition] parser), sound and music programming, packaging game content and distributing standalone updates, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing configuration files/windows registry entries, internationalization and, of course, concepting, designing and creating the game content with C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of proposed tasks.&#039;&#039;&#039; Custom ideas from student are of course both encouraged and considered as well.&lt;br /&gt;
&lt;br /&gt;
=== Application ===&lt;br /&gt;
&lt;br /&gt;
If you are a student planning to apply for OpenClonk in GSoC 2011 please get in touch with us before applying. This allows you to be introduced to the community and it allows the community and especially the mentors to get to know you before they have to rank the student applications. Also this way we can discuss ideas and timelines for the project and tailor them to your individual needs and skills.&lt;br /&gt;
&amp;lt;!-- TODO: Isn&#039;t there a form provided by Google for students to fill? &lt;br /&gt;
Student&#039;s applications can be sent to &#039;&#039;&#039;gsoc2011@openclonk.org&#039;&#039;&#039;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Application Template ===&lt;br /&gt;
&lt;br /&gt;
Please use the following template when applying as a student for OpenClonk in GSoC 2011, or make sure to precisely answer the questions therein.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039;&lt;br /&gt;
Your name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Email Address:&#039;&#039;&#039;&lt;br /&gt;
Your primary email address.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other means to get in contact with you (optional):&#039;&#039;&#039;&lt;br /&gt;
Jabber, Skype, ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Project Title:&#039;&#039;&#039;&lt;br /&gt;
The title of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract:&#039;&#039;&#039;&lt;br /&gt;
A few sentences to briefly describe your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039;&lt;br /&gt;
A more detailed description of your project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timeline:&#039;&#039;&#039;&lt;br /&gt;
Please divide your project into several smaller tasks and assign a date to each of them when you plan to get them finished.&lt;br /&gt;
Also let us know if you plan not to be available for some time, such as for vacation.&lt;br /&gt;
Please feel free to discuss this before applying with our community and mentors in the forums or in IRC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qualifications:&#039;&#039;&#039;&lt;br /&gt;
What skills do you have that allow you to successfully finish the project?&lt;br /&gt;
What do you maybe need to learn?&lt;br /&gt;
What makes you the best candidate for this project?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio:&#039;&#039;&#039;&lt;br /&gt;
Tell us a bit about yourself.&lt;br /&gt;
Where are you living, what are studying?&lt;br /&gt;
What are you doing besides coding?&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
Clonk-Karl&lt;br /&gt;
&lt;br /&gt;
Clonkonaut (backup)&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nophoto.png|left]] &#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=900</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=900"/>
		<updated>2011-03-11T14:31:50Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add more info on student application&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no linear gameplay like a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level or map) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish. One scenario may bring you to a watery cave and the next one up in the sky to solitary floating islands where falling down marks the end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very own scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, Wild West scenarios, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk features an own powerful scripting language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that it was, it is and will remain a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to some students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test. We do not require students to know the shareware titles though - actually an unbiased view on our current game is likely to be much more valuable.&lt;br /&gt;
Applying students should try out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers; most of them knowing each other for years and in person, becoming friends. We are looking forward to students who like Clonk as we do and to many fun online rounds with them.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organized in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers; instead we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the separate easily-to-modify content is written in Clonk&#039;s own C-like scripting language C4Script. As OpenClonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Graphics rendering with OpenGL/DirectX, GUI design, serialization of game objects (for save games/network), network synchronization, (IRC) chat client, script parser and language design, dynamic map generator (including [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map definition] parser), sound and music programming, packaging game content and distributing standalone updates, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing configuration files/windows registry entries, internationalization and, of course, concepting, designing and creating the game content with C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of proposed tasks.&#039;&#039;&#039; Custom ideas from student are of course both encouraged and considered as well.&lt;br /&gt;
&lt;br /&gt;
=== Application ===&lt;br /&gt;
&lt;br /&gt;
If you are a student planning to apply for OpenClonk in GSoC 2011 please get in touch with us before applying. This allows you to be introduced to the community and it allows the community and especially the mentors to get to know you before they have to rank the student applications. Also this way we can discuss ideas and timelines for the project and tailor them to your individual needs and skills.&lt;br /&gt;
&amp;lt;!-- TODO: Isn&#039;t there a form provided by Google for students to fill? &lt;br /&gt;
Student&#039;s applications can be sent to &#039;&#039;&#039;gsoc2011@openclonk.org&#039;&#039;&#039;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
Clonk-Karl&lt;br /&gt;
&lt;br /&gt;
Clonkonaut (backup)&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nophoto.png|left]] &#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=899</id>
		<title>GSoC2011Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=899"/>
		<updated>2011-03-11T14:15:46Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Change idea text on Editor redesign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of possible student projects for [[Google Summer of Code 2011]]. The game engine is written in C++ so you should be familiar with its basics for all the projects below. If there is something in OpenClonk you would like to work on in the scope of GSoC 2011 and which is not in this list then please contact us in [http://wiki.openclonk.org/w/Development IRC] or in the [http://forum.openclonk.org/ forums] and if it&#039;s a cool idea we can surely find a mentor and make it happen. Also if you have questions to any of the ideas below feel free to ask in IRC, in the forums or talk directly to one of the mentors listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Introduce DirectX support===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
When we introduced support for 3D mesh rendering we only did so for the OpenGL renderer. Since meshes are required to run the game the DirectX option is currently disabled. However there are many drivers which support DirectX better than OpenGL, and Window handling (such as Tabbing out) works better in DirectX mode, so it would be cool to have it back. The current implementation of the 3D mesh renderer loads meshes in the Ogre3D format and amongst others, supports uv-mapped textures,  orthographic/perspective rendering, (bone) animations, an interface to C4Script (Clonk&#039;s script language) for attaching additional meshes to bones, change textures as well as play, mix and control different animations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://bugs.openclonk.org/view.php?id=122 Bug]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, Windows OS, ideally some basic understanding of 3D computer graphics / DirectX API&lt;br /&gt;
&lt;br /&gt;
===Mesh Rendering performance===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
Some players report poor FPS rates on their otherwise adequate hardware. This task involves finding potential bottlenecks and fixing them. Especially the new mesh rendering code is probably subject to more optimization. Ideas for things to investigate include re-using the depth buffer for multiple meshes, executing skeletal animation on the hardware or adding support for Level-of-Detail for meshes and/or textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?pid=11648#pid11648 A forum thread], [http://forum.openclonk.org/topic_show.pl?pid=10831#pid10831 Another thread]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
&lt;br /&gt;
===Multi-Device support===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW]&lt;br /&gt;
&lt;br /&gt;
With the overhauled controls in OpenClonk it became impossible to play the game in splitscreen mode because every player needs mouse control. Splitscreen mode can be re-introduced by allowing multiple mices to be used, one for each player. The generic splitscreen code is still in place, so the code that needs to be written needs to manage multiple input devices and propagate events correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium to Hard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?tid=645 Some initial forum discussion], [http://bugs.openclonk.org/view.php?id=543 Bug]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, at least two mice/pointing devices :)&lt;br /&gt;
&lt;br /&gt;
===Extend in-game GUI: Non-modal inventory windows===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=54 Maikel], [http://forum.openclonk.org/user_info.pl?uid=1 Newton]&lt;br /&gt;
&lt;br /&gt;
The in-game inventory management is overhauled completely for the next milestone to be faster and more intuitive to use. This involves the implementation of generic non-modal windows which can interact with each other through an appropriate script interface. The generic windows are written in C++ while the specific (inventory) windows should be implemented using the script interface provided by the C++ implementation. To summarize, this project consists of three different areas of work: First, the construction and rendering of the windows and its contents, second, the interface to C4Script and third, the implementation of specific inventory (and other) windows in C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; &#039;&#039;None yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally knowledge about C4Script (Clonk&#039;s scripting language)&lt;br /&gt;
&lt;br /&gt;
===Finish implementing the landscape zoom shader===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=27 PeterW], [http://forum.openclonk.org/user_info.pl?uid=18 ck]&lt;br /&gt;
&lt;br /&gt;
OpenClonk allows to zoom in and out. Object graphics have been updated to a higher resolution so that they do not look blurry when zoomed in, but this is not the case for the landscape yet. There is a prototype attempt to scale the landscape using the an algorithm similar to [http://en.wikipedia.org/wiki/Hq3x Hq3x] at runtime on the hardware. The goal of this project is to finish it and to integrate it into the OpenClonk engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; [http://forum.openclonk.org/topic_show.pl?tid=498 forum discussion and presentation of a prototype implementation]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally some experience with shader programming&lt;br /&gt;
&lt;br /&gt;
===Editor redesign===&lt;br /&gt;
&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=1 Newton], [http://forum.openclonk.org/user_info.pl?uid=18 ck]&lt;br /&gt;
&lt;br /&gt;
OpenClonk features an editor in which, amongst other things, selected objects in the game can be altered and their methods be called. Currently, the window that shows the properties of an object shows the properties of the object definition, the actual object, local variables and effects on the object in a small simple text window which is inconvenient and which doesn&#039;t allow the values to be changed. The window that lists the objects in the game also needs a redesign as it is unclear which item in the list represent which object in the game area.&lt;br /&gt;
&lt;br /&gt;
All in all, the editor needs a thorough redesign to be more helpful in scenario creation and debugging of game content. For example the properties window should show the different types of properties of an objects in separate tabs and in an editable table. But there are many more improvements that can be done on the editor such as a simple way to put new objects into the game area.&lt;br /&gt;
&lt;br /&gt;
The editor for the Linux version is made with GTK+, the editor for the windows version uses native Windows controls. However it is up to you what GUI technology you want to use for the redesigned editor (and on what platform you want to get it working first) so choose whatever you are familiar with. Another option is to use the same code that is also used for the ingame GUI, C4GUI. This requires probably more work than using an existing well-known toolkit but might turn out to be easier to maintain on all three platforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Easy to Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources:&#039;&#039;&#039; This is how the editor looks currently: [[Media:Gtkeditor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements:&#039;&#039;&#039; C++ knowledge, ideally experience in GUI programming&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=891</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=891"/>
		<updated>2011-03-10T13:14:38Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Improve wording a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no linear gameplay like a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level or map) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish. One scenario may bring you to a watery cave and the next one up in the sky to solitary floating islands where falling down marks the end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very own scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, Wild West scenarios, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk features an own powerful scripting language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that it was, it is and will remain a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to 1 or 2 students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the separate easy-to-modify content is written in Clonk&#039;s own C-like scripting language C4Script. As OpenClonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Graphics rendering with OpenGL/DirectX, GUI design, serialization of game objects (for save games/network), network synchronization, (IRC) chat client, script parser and language design, dynamic map generator (including [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map definition] parser), sound and music programming, packaging game content and distributing standalone updates, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing configuration files/windows registry entries, internationalization and, of course, concepting, designing and creating the game content with C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of proposed tasks.&#039;&#039;&#039; Custom ideas from student are of course considered as well.&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test. We do not require students to know the shareware titles though - actually an unbiased view on our current game might be much more valuable.&lt;br /&gt;
Applying students should try out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers; most of them knowing each other for years and in person, becoming friends. We are looking forward to students who like Clonk as we do and to many fun online rounds with them.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organized in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers; instead we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
=== Application ===&lt;br /&gt;
&lt;br /&gt;
Student&#039;s applications can be sent to &#039;&#039;&#039;gsoc2011@openclonk.org&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
Clonk-Karl&lt;br /&gt;
&lt;br /&gt;
Clonkonaut (backup)&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=882</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=882"/>
		<updated>2011-03-09T19:30:57Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: more on motivating students to stay with OC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no flow of the game like when you play a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish (or fail). One scenario may bring you to a watery cave and the next one up in the sky to solitary floating island where falling is your end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, the Wild West, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk has an own powerful script language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that is was, it is and will become a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to 1 or 2 students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the separate easy-to-modify content is written in Clonk&#039;s own C-like scripting language C4Script. As OpenClonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Graphics rendering with OpenGL/DirectX, GUI design, serialization of game objects (for save games/network), network synchronization, (IRC) chat client, script parser and language design, dynamic map generator (including [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map definition] parser), sound and music programming, packaging game content and distributing standalone updates, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing configuration files/windows registry entries, internationalization and, of course, concepting, designing and creating the game content with C4Script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of proposed tasks.&#039;&#039;&#039; Custom ideas from student are of course considered as well.&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test. We do not require students to know the shareware titles though - actually an unbiased view on our current game might be much more valuable.&lt;br /&gt;
Applying students should try out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers; most of them knowing each other for years and in person, becoming friends. We are looking forward to students who like Clonk as we do and to many fun online rounds with them.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organized in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers; instead we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
Clonk-Karl&lt;br /&gt;
Clonkonaut (backup)&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=881</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=881"/>
		<updated>2011-03-09T19:02:52Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Reworked motivation to take part in GSoC a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no flow of the game like when you play a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish (or fail). One scenario may bring you to a watery cave and the next one up in the sky to solitary floating island where falling is your end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, the Wild West, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk has an own powerful script language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. There is a release of OpenClonk (see [http://www.openclonk.org/download/ Download]) which mostly features arena-based combat and races (&amp;quot;parkours&amp;quot;). However for the finished game we want to re-introduce the other gaming types that were available in Clonk Rage, most prominently cooperative settlement gameplay.&lt;br /&gt;
We hope to gain new members in our developing community and get some long needed tasks done. And of course we want the existence of (Open)Clonk to become widespread known because we all think that is was, it is and will become a good and fun-to-play game.&lt;br /&gt;
&lt;br /&gt;
Another reason for taking part in GSoC is that, traditionally, the Clonk community is mostly a German one. In OpenClonk we encourage international players and developers to join the community, and these efforts have payed off already: for example we have regular contributions from Poland, the Netherlands or Canada. However GSoC is a great opportunity to further internationalize our community.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is not as big a project as other organizations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this experience with upcoming developers. We would gladly provide our assistance to 1 or 2 students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the seperated easy-to-modify content is written in Clonk&#039;s own C-alike scripting language C4Script. As Clonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Rendering with OGL/DX, GUI design, serialization of game objects (for save games/network), network synchronisation, (IRC) chat client, script parser and language, dynamic map generator (with [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map-definition] parser), playing sound and music, packaging game content and a standalone updater, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing config files/windows registry entries, internationalization and of course, concepting, designing and creating the game content using Clonk&#039;s script language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of tasks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test.&lt;br /&gt;
Applying students should test out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers some of them knowing each other for years and thus became friends. We want students who hopefully will like Clonk as we do.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organised in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers, instead, we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=879</id>
		<title>Google Summer of Code 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Google_Summer_of_Code_2011&amp;diff=879"/>
		<updated>2011-03-09T15:20:20Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Introduce myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Say hello and be welcomed to our introduction page for the Google Summer of Code 2011 (GSoC).&lt;br /&gt;
&lt;br /&gt;
If you do not know what GSoC is you may want to visit [http://code.google.com/intl/en-EN/soc/ the project&#039;s homepage].&lt;br /&gt;
But if you do so you probably want to know more about OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== About OpenClonk ==&lt;br /&gt;
[[File:Merge.jpg|right|Clonk Rage in comparison to OpenClonk]]&lt;br /&gt;
In short, OpenClonk is a successor to the Clonk gaming series. Clonk is a game based on quick and hectic hand to hand combat, large-scale base vs. base battles, underground mining and/or friendly settlement conquests. There is no flow of the game like when you play a big campaign to advance the story nor is there a secluded game content which reliably reappears in every level you start to play. Every scenario (i.e. level) in Clonk is a story of itself, it lasts from a few minutes up to a couple of hours to finish (or fail). One scenario may bring you to a watery cave and the next one up in the sky to solitary floating island where falling is your end.&lt;br /&gt;
The great advantage of Clonk is the easy way to modify it and create your very scenario or a new set of ingame objects. Past Clonk titles have seen medieval castles, the Wild West, a fantasy setting with powerful magic and scary dragons or futuristic laser battles. To sum it up, Clonk is everything you make out of it.&lt;br /&gt;
This is because Clonk has an own powerful script language called C4Script ([http://docs.openclonk.org/en/sdk/content.html documentation on this site]) in which the game content is written.&lt;br /&gt;
&lt;br /&gt;
You want to know more? See the [[About]] page and [http://www.clonk.de/news.php?lng=en the homepage (www.clonk.de)] of the commercial predecessors of OpenClonk.&lt;br /&gt;
&lt;br /&gt;
== Why do we want to participate in GSoC? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk possesses a team of motivated developers yet not enough to take on every task required. Though there is a running release of OpenClonk (see [http://www.openclonk.org/download/ Download]) it resembles hardly the concept and idea of the finished game.&lt;br /&gt;
We hope to gain new members of our developing community and get some long needed tasks done. And of course we want the existence of Clonk to become widespread known because we all think that is was, it is and will become a good and fun-to-play game.&lt;br /&gt;
We may not be as big as other OpenSource organisations nor are our tasks for applying students as numerous. Yet most of the team looks back on years of experience in developing and designing a game and wants to share this with upcoming developers. We would gladly provide our assistance to 1 or 2 students willing to support our project.&lt;br /&gt;
&lt;br /&gt;
== Preceeding participations in GSoC ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk did not participate in GSoC before. The project started in the middle of 2009 and now looks back on one and a half year of development. In 2010 there was not enough progress done to support applying students.&lt;br /&gt;
&lt;br /&gt;
== What about licensing? ==&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code and Creative Commons (CC-by) for any other content (graphics, sound, ...).&lt;br /&gt;
See [[License]]&lt;br /&gt;
&lt;br /&gt;
== Tasks for applying students ==&lt;br /&gt;
&lt;br /&gt;
The game (engine) is written in C++, the seperated easy-to-modify content is written in Clonk&#039;s own C-alike scripting language C4Script. As Clonk is a game, there are many different areas of work from different disciplines in programming in the engine and generally in the project. Amongst these are:&lt;br /&gt;
Rendering with OGL/DX, GUI design, serialization of game objects (for save games/network), network synchronisation, (IRC) chat client, script parser and language, dynamic map generator (with [http://docs.openclonk.org/en/sdk/scenario/MapCreatorS2.html map-definition] parser), playing sound and music, packaging game content and a standalone updater, game logic and mechanics, ([http://docs.openclonk.org/en/sdk/playercontrols.html customizable]) mouse, keyboard and gamepad controls, reading and writing config files/windows registry entries, internationalization and of course, concepting, designing and creating the game content using Clonk&#039;s script language.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See our [[GSoC2011Ideas]] page for a list of tasks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Motivating students to stay with the project ==&lt;br /&gt;
&lt;br /&gt;
Clonk is game. So it is devoted to everyone who likes playing games! OpenClonk is free to play, the predecessors are freeware except for the newest, Clonk Rage which is free to test.&lt;br /&gt;
Applying students should test out the game before applying to see whether or not they like it. Then they are introduced to a friendly community of developers some of them knowing each other for years and thus became friends. We want students who hopefully will like Clonk as we do.&lt;br /&gt;
&lt;br /&gt;
== Contact and communication ==&lt;br /&gt;
&lt;br /&gt;
The development is organised in the [http://forum.openclonk.org/forum.pl Forum] as well as in the #openclonk-dev IRC channel (located in the [http://www.euirc.net/en/index.php euIRC]). There is no mailing list for developers, instead, we use the [http://forum.openclonk.org/board_show.pl?bid=5 Developer&#039;s Corner] board in the forum for technical discussions.&lt;br /&gt;
&lt;br /&gt;
== Administrators to watch GSoC ==&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
== Our mentors ==&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-ck.png|left]] &#039;&#039;&#039;Clonk-Karl:&#039;&#039;&#039; I started playing Clonk in 1998, then began creating objects and scenarios in 2000 (my first contact with programming) and joined Redwolf Design in 2003 working on Clonk Endeavour and Clonk Rage. In the meantime I also learned C++ and became an Open Source enthusiast and was (and still am) involved in other projects such as GNOME and Gobby. But I still had a whole lot of fun with Clonk and so I was very pleased when the decision was made to make Clonk Open Source in 2009.&lt;br /&gt;
&lt;br /&gt;
My primary interests these days are more technical things in the Clonk engine. This includes the graphics code (most notably 3D mesh rendering for which I introduced support) and the Linux specific areas. However I have a good grasp of the other areas in the engine as well and when confronted with a problem I know where to look for it. I also know our scripting language, C4Script, so if there are any problems with it I am likely to be able to help.&lt;br /&gt;
&lt;br /&gt;
In the community I am also known simply as &#039;&#039;ck&#039;&#039;. I live in Karlsruhe, Germany where I am studying physics in my final year now.&lt;br /&gt;
----&lt;br /&gt;
[[File:Avatar-PeterW.jpg|100px|left]] &#039;&#039;&#039;PeterW:&#039;&#039;&#039; My involvement with Clonk has been from the development side from the start. Already my first published project was a script editor with heavy script rewriting in order to allow script programmers to use operators in their program. When matthes published Clonk Planet&#039;s source code around 2001, it was therefore a straightforward step to &amp;quot;port&amp;quot; my changes directly into the engine.&lt;br /&gt;
&lt;br /&gt;
I quickly joined forces with Sven2 and the rest of the GWE team and started hacking away. Over the years we managed to substantially improve the game. Redwolf Design ended up officially throwing its weight behind it numerous times as well, leading to the Clonk Endeavour and Clonk Rage titles. In that time, I have worked on just about every part of the engine, but script and networking are my specialities.&lt;br /&gt;
&lt;br /&gt;
Generally, working on the Clonk engine has been really fun for me. The engine uses an interesting mix of technologies, like full synchronization, powerful yet easy scripting and dynamic landscapes. My goal would be to enable fellow programmers to have an equally enjoyable experience working on the project, so please don&#039;t hesitate to ask.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Maikel:&#039;&#039;&#039; Welcome to what I think is a great project. I have played Clonk during my youth and rediscovered it as a student, which I still am. I immediately got interested in designing levels and creating objects, which I did mainly for my own benefit. As the OpenClonk project started, I was really stimulated to join the development team so I could participate in what I think is the best 2D gaming concept. The project was and still is very open to newcomers, I can say from my own judgement. So I hope that we can attract more developers through this summer of code. &lt;br /&gt;
&lt;br /&gt;
As I am too lazy to take a picture, I can only refer to the blog where my appearance is indicated somewhere. Currently I am still studying, theoretical physics, which is unrelated to the project. Thus my interest in and knowledge of the engine/C++ are limited. In this project I am mainly responsible for scripting objects, which is done in C4Script (Clonk&#039;s own scripting language as you might know by now). This is where I&#039;d like to take up my mentoring duties, I&#039;ll probably be in IRC most of the evenings, which is a good place to ask questions and have discussions. Really looking forward to see some new faces!&lt;br /&gt;
----&lt;br /&gt;
[[File:Avatar-Newton.png|left]]&#039;&#039;&#039;Newton:&#039;&#039;&#039; Hi there, I also volunteer to be your mentor for the GSOC 2011! Clonk has been a hobby for me for many years, I was involved in the previous few [http://www.clonk.de Clonk shareware titles] under Redwolf Design and I am one of the founders of the OpenClonk project. I got a big deal of experience from past Clonk related projects and actually was the project manager for our first and current [http://www.openclonk.org/download/ OpenClonk milestone &amp;quot;Back to the Rocks&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
Recently, I have withdrawn a bit from active development since I am currently in my final weeks of writing my bachelor thesis at the University of Hamburg (Germany) in computer science. After I finished the thesis, I will be gone travelling until May &#039;11, so before that I&#039;ll not be available as a mentor.&lt;br /&gt;
&lt;br /&gt;
Also, I should note that I am not one of the die-hard engine developers with a great insight into the Clonk game engine. But this shouldn&#039;t be a problem as those who are also idling in our development channel #openclonk-dev on irc.euirc.net and even those who are not mentors are always happy to help :-)&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar-Clonkonaut.png|left]]&#039;&#039;&#039;Clonkonaut:&#039;&#039;&#039; Hello everyone! Known as Clonkonaut, I, Felix Wagner, played Clonk for years now as well as working on the previous Clonk titles under Redwolf Design. Since the launch of OpenClonk I ceased active development. This saddened me but due to my upcoming law study my free time shortened radically.&lt;br /&gt;
&lt;br /&gt;
Anyhow, I followed and helped with the conceptual work and progress. So I will assist with concept issues and pass criticism on your work (mainly positive and helpful of course!). I never learned C++ so I cannot help with this but I can aid learning C4Script and I will be there when other problems occur.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:Avatar-ck.png&amp;diff=877</id>
		<title>File:Avatar-ck.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:Avatar-ck.png&amp;diff=877"/>
		<updated>2011-03-09T14:50:51Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=849</id>
		<title>GSoC2011Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=849"/>
		<updated>2011-03-07T14:37:41Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add landscape zoom project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Google Summer of Code 2011 Project Ideas =&lt;br /&gt;
&lt;br /&gt;
This is a list of possible student projects for Google Summer of Code 2011. The game engine is written in C++ so you should be familiar with its basics for all the projects below. If there is something in OpenClonk you would like to work on in the scope of GSoC 2011 and which is not in this list then please contact us in [http://wiki.openclonk.org/w/Development IRC] or in the [http://forum.openclonk.org/ forums] and if it&#039;s a cool idea we can surely find a mentor and make it happen. Also if you have questions to any of the ideas below feel free to ask in IRC, in the forums or talk directly to one of the mentors listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Introduce DirectX support&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW])&lt;br /&gt;
When we introduced support for 3D mesh rendering we only did so for the OpenGL renderer. Since meshes are required to run the game the DirectX option is currently disabled. However there are many drivers which support DirectX better than OpenGL, and Window handling (such as Tabbing out) works better in DirectX mode, so it would be cool to have it back. The current implementation of the 3D mesh renderer loads meshes in the Ogre3D format and amongst others, supports uv-mapped textures,  orthographic/perspective rendering, (bone) animations, an interface to C4Script (Clonk&#039;s script language) for attaching additional meshes to bones, change textures as well as play, mix and control different animations.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Easy&lt;br /&gt;
 * Resources: [http://bugs.openclonk.org/view.php?id=122 Bug]&lt;br /&gt;
 * Requirements: C++ knowledge, Windows OS, ideally some basic understanding of 3D computer graphics&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Mesh Rendering performance&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW])&lt;br /&gt;
Some players report poor FPS rates on their otherwise adequate hardware. This task involves finding potential bottlenecks and fixing them. Especially the new mesh rendering code is probably subject to more optimization. Ideas for things to investigate include re-using the depth buffer for multiple meshes, executing skeletal animation on the hardware or adding support for Level-of-Detail for meshes and/or textures.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium&lt;br /&gt;
 * Resources: [http://forum.openclonk.org/topic_show.pl?pid=11648#pid11648 A forum thread], [http://forum.openclonk.org/topic_show.pl?pid=10831#pid10831 Another thread]&lt;br /&gt;
 * Requirements: C++ knowledge, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Multi-Device support&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck], [http://forum.openclonk.org/user_info.pl?uid=27 PeterW])&lt;br /&gt;
With the overhauled controls in OpenClonk it became impossible to play the game in splitscreen mode because every player needs mouse control. Splitscreen mode can be re-introduced by allowing multiple mices to be used, one for each player. The generic splitscreen code is still in place, so the code that needs to be written needs to manage multiple input devices and propagate events correctly.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium to Hard&lt;br /&gt;
 * Resources: [http://forum.openclonk.org/topic_show.pl?tid=645 Some initial forum discussion], [http://bugs.openclonk.org/view.php?id=543 Bug]&lt;br /&gt;
 * Requirements: C++ knowledge, at least two mice/pointing devices :)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Extend in-game GUI: Non-modal inventory windows&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=54 Maikel], [http://forum.openclonk.org/user_info.pl?uid=1 Newton])&lt;br /&gt;
The in-game inventory management is overhauled completely for the next milestone to be faster and more intuitive to use. This involves the implementation of generic non-modal windows which can interact with each other through an appropriate script interface. The generic windows are written in C++ while the specific (inventory) windows should be implemented using the script interface provided by the C++ implementation. To summarize, this project consists of three different areas of work: First, the construction and rendering of the windows and its contents, second, the interface to C4Script and third, the implementation of specific inventory (and other) windows in C4Script.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium&lt;br /&gt;
 * Resources: &#039;&#039;None yet&#039;&#039;&lt;br /&gt;
 * Requirements: C++ knowledge, ideally knowledge about C4Script (Clonk&#039;s scripting language)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Finish implementing the landscape zoom shader&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=27 PeterW], [http://forum.openclonk.org/user_info.pl?uid=18 ck])&lt;br /&gt;
OpenClonk allows to zoom in and out. Object graphics have been updated to a higher resolution so that they do not look blurry when zoomed in, but this is not the case for the landscape yet. There is a prototype attempt to scale the landscape using the an algorithm similar to [http://en.wikipedia.org/wiki/Hq3x Hq3x] at runtime on the hardware. The goal of this project is to finish it and to integrate it into the OpenClonk engine.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium&lt;br /&gt;
 * Resources: [http://forum.openclonk.org/topic_show.pl?tid=498 forum discussion and presentation of a prototype implementation]&lt;br /&gt;
 * Requirements: C++ knowledge, ideally some experience with shader programming&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=847</id>
		<title>GSoC2011Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=847"/>
		<updated>2011-03-02T20:18:37Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Added some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Google Summer of Code 2011 Project Ideas =&lt;br /&gt;
&lt;br /&gt;
This is a list of possible student projects for Google Summer of Code 2011. The game engine is written in C++ so you should be familiar with its basics for all the projects below. If there is something in OpenClonk you would like to work on in the scope of GSoC 2011 and which is not in this list then please contact us in [http://wiki.openclonk.org/w/Development IRC] or in the [http://forum.openclonk.org/ forums] and if it&#039;s a cool idea we can surely find a mentor and make it happen. Also if you have questions to any of the ideas below feel free to ask in IRC, in the forums or talk directly to one of the mentors listed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Introduce DirectX support&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck])&lt;br /&gt;
When we introduced support for 3D mesh rendering we only did so for the OpenGL renderer. Since meshes are required to run the game the DirectX option is currently disabled. However there are many drivers which support DirectX better than OpenGL, and Window handling (such as Tabbing out) works better in DirectX mode, so it would be cool to have it back.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Easy&lt;br /&gt;
 * Resources: [http://bugs.openclonk.org/view.php?id=122 Bug]&lt;br /&gt;
 * Requirements: C++ knowledge, Windows OS, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Mesh Rendering performance&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck])&lt;br /&gt;
Some players report poor FPS rates on their otherwise adequate hardware. This task involves finding potential bottlenecks and fixing them. Especially the new mesh rendering code is probably subject to more optimization. Ideas for things to investigate include re-using the depth buffer for multiple meshes, executing skeletal animation on the hardware or adding support for Level-of-Detail for meshes and/or textures.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium&lt;br /&gt;
 * Resources: [http://forum.openclonk.org/topic_show.pl?pid=11648#pid11648 A forum thread], [http://forum.openclonk.org/topic_show.pl?pid=10831#pid10831 Another thread]&lt;br /&gt;
 * Requirements: C++ knowledge, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Multi-Device support&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: [http://forum.openclonk.org/user_info.pl?uid=18 ck])&lt;br /&gt;
With the overhauled controls in OpenClonk it became impossible to play the game in splitscreen mode because every player needs mouse control. Splitscreen mode can be re-introduced by allowing multiple mices to be used, one for each player. The generic splitscreen code is still in place, so the code that needs to be written needs to manage multiple input devices and propagate events correctly.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium to Hard&lt;br /&gt;
 * Resources: [http://forum.openclonk.org/topic_show.pl?tid=645 Some initial forum discussion], [http://bugs.openclonk.org/view.php?id=543 Bug]&lt;br /&gt;
 * Requirements: C++ knowledge, at least two mice/pointing devices :)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=846</id>
		<title>GSoC2011Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=GSoC2011Ideas&amp;diff=846"/>
		<updated>2011-03-02T19:57:27Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Some initial GSoC ideas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Google Summer of Code 2011 Project Ideas =&lt;br /&gt;
&lt;br /&gt;
This is a list of possible student projects for Google Summer of Code 2011. The game engine is written in C++ so you should be familiar with its basics for all the projects below. If there is something in OpenClonk you would like to work on in the scope of GSoC 2011 and which is not in this list then please contact us in IRC or in the forums and if it&#039;s a cool idea we can surely make it happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Introduce DirectX support&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: ck)&lt;br /&gt;
When we introduced support for 3D mesh rendering we only did so for the OpenGL renderer. Since meshes are required to run the game the DirectX option is currently disabled. However there are many drivers which support DirectX better than OpenGL, and Window handling (such as Tabbing out) works better in DirectX mode, so it would be cool to have it back.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Easy&lt;br /&gt;
 * Resources: [http://bugs.openclonk.org/view.php?id=122 Bug]&lt;br /&gt;
 * Requirements: C++ knowledge, Windows OS, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Mesh Rendering performance&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: ck)&lt;br /&gt;
Some players report poor FPS rates on their otherwise adequate hardware. This task involves finding potential bottlenecks and fixing them. Especially the new mesh rendering code is probably subject to more optimization. Ideas for things to investigate include re-using the depth buffer for multiple meshes, executing skeletal animation on the hardware or adding support for Level-of-Detail for meshes and/or textures.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium&lt;br /&gt;
 * Resources: [http://forum.openclonk.org/topic_show.pl?pid=11648#pid11648 A forum thread], [http://forum.openclonk.org/topic_show.pl?pid=10831#pid10831 Another thread]&lt;br /&gt;
 * Requirements: C++ knowledge, ideally some basic understanding of 3D computer graphics.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Multi-Device support&#039;&#039;&#039; (&#039;&#039;Mentor(s)&#039;&#039;: ck)&lt;br /&gt;
With the overhauled controls in OpenClonk it became impossible to play the game in splitscreen mode because every player needs mouse control. Splitscreen mode can be re-introduced by allowing multiple mices to be used, one for each player. The generic splitscreen code is still in place, so the code that needs to be written needs to manage multiple input devices and propagate events correctly.&lt;br /&gt;
&lt;br /&gt;
 * Difficulty: Medium to Hard&lt;br /&gt;
 * Resources: [http://forum.openclonk.org/topic_show.pl?tid=645 Some initial forum discussion], [http://bugs.openclonk.org/view.php?id=543 Bug]&lt;br /&gt;
 * Requirements: C++ knowledge, at least two mice/pointing devices :)&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=About&amp;diff=566</id>
		<title>About</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=About&amp;diff=566"/>
		<updated>2010-09-04T11:13:54Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update feature of the 3D renderer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In early march 2009, Matthes Bender told the other developers of Clonk Rage that he wouldn&#039;t have any time to work on Clonk anymore. As the Lead Designer of Clonk since Clonk 1 and Directing Manager of RedWolf Design, the company selling the Clonk titles, he left a significant vacancy. The development of Clonk Rage, the last commercial Clonk title, was mostly done as a hobby by the other developers and although they wanted to continue doing that, they felt that more contributors were needed. RedWolf Design agreed to put the game engine&#039;s source code under an open source license, the [[License#The_ISC_license | ISC license]].&lt;br /&gt;
The source code was published in a public repository, allowing everyone to freely modify the source code and game content and discuss the future directions in an open forum. It was also decided to drop a lot of the &amp;quot;old&amp;quot; game content and drop the backwards compatibility requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New Features since Clonk Rage ===&lt;br /&gt;
&lt;br /&gt;
New in OpenClonk is the possibility to &#039;&#039;&#039;zoom&#039;&#039;&#039; in and out. Now, the clonk can be displayed in a proper size, larger than a mouse cursor ;-). Use the scroll wheel on the mouse or F5/F6 to zoom.&lt;br /&gt;
&lt;br /&gt;
[[File:bones.png|right]]Also new is the possibility to add &#039;&#039;&#039;3d models&#039;&#039;&#039; to be rendered ingame. As opposed to the classic sprite graphics, 3d models are much more versatile: First, the models don&#039;t get blurry and the animations don&#039;t seem edgy when zoomed in. Animations are directly saved in the model, they don&#039;t need to be pieced together from single renderings in different animation phases and then exported into a big Graphics.png anymore (goodbye, anigrab.exe). This allows to add a lot more animations than before. Currently, the clonk has more than 100 different animations.&lt;br /&gt;
The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime. Models in the landscape are projected orthographically and pictures of objects perspectively. Apart from the basic stuff, the renderer supports:&lt;br /&gt;
* UV mapped textures (including multitexturing)&lt;br /&gt;
* Transparent textures / alpha maps&lt;br /&gt;
* Texture animation&lt;br /&gt;
* Skeletal animation including blending of multiple animations&lt;br /&gt;
* Backface culling&lt;br /&gt;
* Live script-controlled mesh transformations and attachments&lt;br /&gt;
&lt;br /&gt;
See the [[Artists Guide]] for how to create models that will be rendered in realtime.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=553</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=553"/>
		<updated>2010-08-20T18:41:39Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update meetings page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet irregularly.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
None scheduled.&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-24&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-17&lt;br /&gt;
|[[IRCMeeting/20100417|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-10&lt;br /&gt;
|[[IRCMeeting/20100410|IRC Log]]&lt;br /&gt;
|Meeting date changed to 6pm on saturday&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-05&lt;br /&gt;
|[[IRCMeeting/20100405|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-29&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-22&lt;br /&gt;
|Real Life meeting in Offenburg&lt;br /&gt;
|[http://forum.openclonk.org/topic_show.pl?tid=464 Inventory concept] [http://forum.openclonk.org/topic_show.pl?tid=461 Release notes] [http://forum.openclonk.org/topic_show.pl?tid=465 HUD notes]&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-15&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-08&lt;br /&gt;
|[[IRCMeeting/20100308|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-01&lt;br /&gt;
|[[IRCMeeting/20100301|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-22&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=518</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=518"/>
		<updated>2010-04-27T19:35:59Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: no meeting on Apr 24&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Saturday at 18:00 CEST in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100501|2010-05-01]] ===&lt;br /&gt;
* Release planning and status&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-24&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-17&lt;br /&gt;
|[[IRCMeeting/20100417|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-10&lt;br /&gt;
|[[IRCMeeting/20100410|IRC Log]]&lt;br /&gt;
|Meeting date changed to 6pm on saturday&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-05&lt;br /&gt;
|[[IRCMeeting/20100405|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-29&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-22&lt;br /&gt;
|Real Life meeting in Offenburg&lt;br /&gt;
|[http://forum.openclonk.org/topic_show.pl?tid=464 Inventory concept] [http://forum.openclonk.org/topic_show.pl?tid=461 Release notes] [http://forum.openclonk.org/topic_show.pl?tid=465 HUD notes]&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-15&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-08&lt;br /&gt;
|[[IRCMeeting/20100308|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-01&lt;br /&gt;
|[[IRCMeeting/20100301|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-22&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=517</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=517"/>
		<updated>2010-04-27T19:34:39Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Saturday at 18:00 CEST in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100501|2010-05-01]] ===&lt;br /&gt;
* Release planning and status&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-24&lt;br /&gt;
|N/A&lt;br /&gt;
|Was there a meeting? I (ck) was not able to attend.&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-17&lt;br /&gt;
|[[IRCMeeting/20100417|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-10&lt;br /&gt;
|[[IRCMeeting/20100410|IRC Log]]&lt;br /&gt;
|Meeting date changed to 6pm on saturday&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-05&lt;br /&gt;
|[[IRCMeeting/20100405|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-29&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-22&lt;br /&gt;
|Real Life meeting in Offenburg&lt;br /&gt;
|[http://forum.openclonk.org/topic_show.pl?tid=464 Inventory concept] [http://forum.openclonk.org/topic_show.pl?tid=461 Release notes] [http://forum.openclonk.org/topic_show.pl?tid=465 HUD notes]&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-15&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-08&lt;br /&gt;
|[[IRCMeeting/20100308|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-01&lt;br /&gt;
|[[IRCMeeting/20100301|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-22&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=516</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=516"/>
		<updated>2010-04-27T19:34:20Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Saturday at 18:00 CEST in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100405|2010-05-01]] ===&lt;br /&gt;
* Release planning and status&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-24&lt;br /&gt;
|N/A&lt;br /&gt;
|Was there a meeting? I (ck) was not able to attend.&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-17&lt;br /&gt;
|[[IRCMeeting/20100417|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-10&lt;br /&gt;
|[[IRCMeeting/20100410|IRC Log]]&lt;br /&gt;
|Meeting date changed to 6pm on saturday&lt;br /&gt;
|-&lt;br /&gt;
|2010-04-05&lt;br /&gt;
|[[IRCMeeting/20100405|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-29&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-22&lt;br /&gt;
|Real Life meeting in Offenburg&lt;br /&gt;
|[http://forum.openclonk.org/topic_show.pl?tid=464 Inventory concept] [http://forum.openclonk.org/topic_show.pl?tid=461 Release notes] [http://forum.openclonk.org/topic_show.pl?tid=465 HUD notes]&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-15&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-08&lt;br /&gt;
|[[IRCMeeting/20100308|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-01&lt;br /&gt;
|[[IRCMeeting/20100301|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-22&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100417&amp;diff=515</id>
		<title>IRCMeeting/20100417</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100417&amp;diff=515"/>
		<updated>2010-04-27T19:30:57Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add log for meeting on Apr 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Don&#039;t merge norefs until regressions are fixed and scripts are converted&lt;br /&gt;
** Array slicing should copy in all cases&lt;br /&gt;
* No conclusion on how to proceed wrt to the game/release title&lt;br /&gt;
** License is not totally clear&lt;br /&gt;
** Followup in the [http://forum.openclonk.org/topic_show.pl?tid=494 forums]&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;17:50:10&amp;lt;!Newton&amp;gt; what about a meeting today?&lt;br /&gt;
17:51:07&amp;lt;!Newton&amp;gt; since nobody posted anything he wants to talk about, I guess the meeting for this week will be omitted?&lt;br /&gt;
17:51:24&amp;lt;!Isilkor&amp;gt; I don&#039;t have anything I want to talk about&lt;br /&gt;
17:52:43&amp;lt;!Randrian&amp;gt; have we made saturday the new meeting day?&lt;br /&gt;
17:52:51&amp;lt;!ck&amp;gt; I want to talk about how to proceed wrt release&lt;br /&gt;
17:56:43&amp;lt;!PeterW&amp;gt; I want to talk about making norefs official&lt;br /&gt;
17:59:05&amp;lt;!Newton&amp;gt; mh okay, go on then. its 18:00 ^^&lt;br /&gt;
17:59:33-Newton:#openclonk-dev- ad-hoc meeting in #openclonk-dev!&lt;br /&gt;
17:59:55&amp;lt;!Newton&amp;gt; Randrian: well the doodle didn&#039;t change so much, Saturday is still the best day&lt;br /&gt;
18:00:37&amp;lt;!PeterW&amp;gt; Well, on the other hand, I might be gone soon... ;)&lt;br /&gt;
18:00:59&amp;lt;!Guenther&amp;gt; monday and tuesday have the most green, saturday the least red&lt;br /&gt;
18:01:01&amp;lt;!Newton&amp;gt; you could also post it in the forum&lt;br /&gt;
18:01:10&amp;lt;!PeterW&amp;gt; Well, it&#039;s not much&lt;br /&gt;
18:01:15&amp;lt;!Newton&amp;gt; because i guess not so many people can even say anything about that@norefs&lt;br /&gt;
18:01:32&amp;lt;!PeterW&amp;gt; norefs just needs a bit of &amp;quot;anybody with a good reason not to do it?&amp;quot;&lt;br /&gt;
18:01:42&amp;lt;!Newton&amp;gt; but OK, from the engine coders, everyone except S2 is here&lt;br /&gt;
18:01:51&amp;lt;!Randrian&amp;gt; what is norefs?&lt;br /&gt;
18:01:53&amp;lt;!PeterW&amp;gt; Saving is still an issue&lt;br /&gt;
18:02:01&amp;lt;!PeterW&amp;gt; The complete removal of references from C4Script&lt;br /&gt;
18:02:08&amp;lt;!Guenther&amp;gt; Sven2 has already said he&#039;s in favor, iirc&lt;br /&gt;
18:02:37&amp;lt;!PeterW&amp;gt; For scripters this means that reference parameters and return references won&#039;t work anymore&lt;br /&gt;
18:02:39&amp;lt;!Newton&amp;gt; what would it mean for the scripter btw, whcih changes does it have?&lt;br /&gt;
18:03:01&amp;lt;!PeterW&amp;gt; So no &amp;quot;Local(2) = 3&amp;quot; anymore, for example&lt;br /&gt;
18:03:02&amp;lt;!Newton&amp;gt; I didnt even know there was such a thing as return references&lt;br /&gt;
18:03:04&amp;lt;!Randrian&amp;gt; well functions like SimFlight() which have references as parameters have to be changed.&lt;br /&gt;
18:03:19&amp;lt;!Guenther&amp;gt; The necessary changes to the scripts in planet/ are all of the return-arrays-instead nature&lt;br /&gt;
18:03:20&amp;lt;!PeterW&amp;gt; I already did that - they should return a result array now&lt;br /&gt;
18:03:38&amp;lt;!PeterW&amp;gt; (Needs testing, though.)&lt;br /&gt;
18:04:08&amp;lt;!ck&amp;gt; I guess the best testing you can get is to merge it ;)&lt;br /&gt;
18:04:14&amp;lt;!PeterW&amp;gt; The only exception is EffectVar - &amp;quot;EffectVar(...) = bla&amp;quot; still works because the engine automatically rewrites it to &amp;quot;SetEffectVar(..., bla)&amp;quot;&lt;br /&gt;
18:04:30&amp;lt;!PeterW&amp;gt; (which is a new engine function I introduced for this)&lt;br /&gt;
18:04:39&amp;lt;!Guenther&amp;gt; Also, arrays have reference semantics now - var a = [1,2,3], b = a; b[0]=2; modifies a now, too&lt;br /&gt;
18:04:45&amp;lt;!Newton&amp;gt; object DoSomeEffect(x,y) { CreateParticle(...,x,y) return this; }&lt;br /&gt;
18:04:58&amp;lt;!Newton&amp;gt; var someObject;&lt;br /&gt;
18:05:23&amp;lt;!Newton&amp;gt; someObject-&amp;gt;DoSomeEffect()-&amp;gt;DoSomeEffect()-&amp;gt;DoSomeEffect(); would still work?&lt;br /&gt;
18:05:41&amp;lt;!PeterW&amp;gt; Yep, that&#039;s important to note because it might silently break some scripts @ array reference semantics&lt;br /&gt;
18:06:10&amp;lt;!PeterW&amp;gt; Yes&lt;br /&gt;
18:06:25&amp;lt;!Newton&amp;gt; good&lt;br /&gt;
18:06:31&amp;lt;!PeterW&amp;gt; Object references, Proplist references and all the likes still work - just not value references&lt;br /&gt;
18:06:31&amp;lt;!Newton&amp;gt; how can an array be copied then?&lt;br /&gt;
18:07:01&amp;lt;!Randrian&amp;gt; is this array reference thing really good? Looks like a good potential for silent bugs that are hard to find.&lt;br /&gt;
18:07:03&amp;lt;!Guenther&amp;gt; With array slicing!&lt;br /&gt;
18:07:08&amp;lt;!PeterW&amp;gt; var copy = CreateArray(GetLength(first)); for(var i = 0; i &amp;lt; GetLength(first); i++) ...&lt;br /&gt;
18:07:09&amp;lt;!PeterW&amp;gt; ;)&lt;br /&gt;
18:07:26&amp;lt;!PeterW&amp;gt; Array slicing currently doesn&#039;t work this way&lt;br /&gt;
18:07:36&amp;lt;!PeterW&amp;gt; a[:] returns a&lt;br /&gt;
18:07:48&amp;lt;!PeterW&amp;gt; We should probably change that&lt;br /&gt;
18:08:17&amp;lt;!PeterW&amp;gt; Well, depends on your viewpoint @ potential for bugs&lt;br /&gt;
18:08:29&amp;lt;!Guenther&amp;gt; Definitely. That was probably just an optimization relying on the copy semantics.&lt;br /&gt;
18:08:31&amp;lt;!PeterW&amp;gt; Proplists and objects already work this way... :)&lt;br /&gt;
18:08:57&amp;lt;!Randrian&amp;gt; well, for objects you expect it.&lt;br /&gt;
18:09:21&amp;lt;!PeterW&amp;gt; So maybe it&#039;s not that hard to expect it for arrays as well?&lt;br /&gt;
18:09:35&amp;lt;!PeterW&amp;gt; It&#039;s a weak reasoning - but we can&#039;t really tell without some testing&lt;br /&gt;
18:09:36&amp;lt;!Newton&amp;gt; what about: array doArrayStuff(array blub) { for(var i=0; i&amp;lt;GetLength(blub); ++i)  blub[i]++ return array; }&lt;br /&gt;
18:09:46&amp;lt;!ck&amp;gt; So maybe it&#039;s not that hard to expect it for integers as well? :P&lt;br /&gt;
18:10:01&amp;lt;!Guenther&amp;gt; PeterW: Yes, but let&#039;s be honest - copy semantics being easier for scripters was one of the reasons we decided to use them&lt;br /&gt;
18:10:04&amp;lt;!PeterW&amp;gt; Well, you can&#039;t really change integers&lt;br /&gt;
18:10:09&amp;lt;!Newton&amp;gt; array bla; array blub = doArrayStuff(bla);&lt;br /&gt;
18:10:12&amp;lt;!Newton&amp;gt; bla == blub?&lt;br /&gt;
18:10:31&amp;lt;!PeterW&amp;gt; Well, yes, I still think they are easier&lt;br /&gt;
18:11:02&amp;lt;!PeterW&amp;gt; But as the sole reason I don&#039;t think it would have supported keeping references&lt;br /&gt;
18:11:20&amp;lt;!Guenther&amp;gt; Somebody should probably review some scripts to check what the typical usage is&lt;br /&gt;
18:11:48&amp;lt;!PeterW&amp;gt; bla and blub would be the same @ Newton&lt;br /&gt;
18:11:55&amp;lt;!ck&amp;gt; I think consistency is key here... arrays should work the same way as proplists&lt;br /&gt;
18:12:48&amp;lt;!PeterW&amp;gt; The correct implementation would add an &amp;quot;blub = blub[:]&amp;quot; there @ Newton&lt;br /&gt;
18:13:03&amp;lt;!Randrian&amp;gt; what does [:] mean?&lt;br /&gt;
18:13:08&amp;lt;!Guenther&amp;gt; ck: At the moment, they kind of behave like strings...&lt;br /&gt;
18:13:09&amp;lt;!PeterW&amp;gt; Or call doArrayStoff with &amp;quot;bla[:]&amp;quot;&lt;br /&gt;
18:13:14&amp;lt;!PeterW&amp;gt; That&#039;s a slice&lt;br /&gt;
18:13:34&amp;lt;!Guenther&amp;gt; bla[:] == bla[0:GetLength(bla)]&lt;br /&gt;
18:13:35&amp;lt;!PeterW&amp;gt; bla[1:2] is array elements 1 to 2&lt;br /&gt;
18:13:43&amp;lt;!PeterW&amp;gt; 2 exclusive.&lt;br /&gt;
18:13:45&amp;lt;!Randrian&amp;gt; ah ok. Like in python.&lt;br /&gt;
18:14:08&amp;lt;!Guenther&amp;gt; yep. It should work exactly like in python, if it doesn&#039;t, file a bug&lt;br /&gt;
18:14:23&amp;lt;!PeterW&amp;gt; so [0,1,2,3,4][2:4] -&amp;gt; [2,3]&lt;br /&gt;
18:15:21&amp;lt;!Guenther&amp;gt; Coincidentally, arrays with reference semantics is also what Python does.&lt;br /&gt;
18:16:01&amp;lt;!PeterW&amp;gt; Should be no surprise. All languages that treat values as objects are bound to do it that way.&lt;br /&gt;
18:16:43&amp;lt;!PeterW&amp;gt; That&#039;s my cheap argument: Ruby and Python do it that way, it /must/ be right ;)&lt;br /&gt;
18:17:00&amp;lt;!Guenther&amp;gt; Actually, does anybody know a language which doesn&#039;t?&lt;br /&gt;
18:17:09&amp;lt;!PeterW&amp;gt; Perl? :)&lt;br /&gt;
18:17:32&amp;lt;!ck&amp;gt; Guenther: STL containers, if that counts as &amp;quot;language&amp;quot; :)&lt;br /&gt;
18:17:35&amp;lt;!Guenther&amp;gt; (Apart from those languages which have immutable arrays/lists, of course)&lt;br /&gt;
18:18:16&amp;lt;!PeterW&amp;gt; Well, yes, perl. I have no idea whether they implement CoW internally, though.&lt;br /&gt;
18:18:17&amp;lt;!Guenther&amp;gt; puh, I only remember arrays in perl being somewhat confusing&lt;br /&gt;
18:18:44&amp;lt;!Guenther&amp;gt; But I think that was a syntax problem&lt;br /&gt;
18:19:41&amp;lt;!Guenther&amp;gt; I&#039;d bet Python and Ruby do it this way because it&#039;s easier to implement&lt;br /&gt;
18:19:45&amp;lt;!PeterW&amp;gt; Well, if you want a reference to an array, you&#039;d do something like my $ref = \@array, and access it using $ref-&amp;gt;[idx], if that&#039;s what you mean ;)&lt;br /&gt;
18:20:10&amp;lt;!PeterW&amp;gt; (Currently doing work for one of the founders of the perl monks KL, it shows ;( )&lt;br /&gt;
18:20:39&amp;lt;!Newton&amp;gt; shit@l&lt;br /&gt;
18:20:41&amp;lt;!Newton&amp;gt; bla an&lt;br /&gt;
18:20:44&amp;lt;!Newton&amp;gt; d blub the same&lt;br /&gt;
18:21:09&amp;lt;!PeterW&amp;gt; Well, yeah&lt;br /&gt;
18:21:16&amp;lt;!Isilkor&amp;gt; Newton: depends on what doArrayStuff does, though&lt;br /&gt;
18:21:36&amp;lt;!Newton&amp;gt; increase every element by one&lt;br /&gt;
18:21:40&amp;lt;!PeterW&amp;gt; But you really don&#039;t want to know what kind of housekeeping is required for the engine to realize at &amp;quot;blub[i]++&amp;quot; that it needs to duplicate the array.&lt;br /&gt;
18:21:46&amp;lt;!Newton&amp;gt; and then return the modified array&lt;br /&gt;
18:22:02&amp;lt;!Isilkor&amp;gt; Newton: it should make a clone of that array then&lt;br /&gt;
18:22:14&amp;lt;!PeterW&amp;gt; And I don&#039;t know whether a scripter really knows that &amp;quot;blub[i]&amp;quot; might end up duplicating the whole array&lt;br /&gt;
18:22:37&amp;lt;!Newton&amp;gt; well this must be documented very clearly in the docs&lt;br /&gt;
18:22:46&amp;lt;!PeterW&amp;gt; I mean, worst case - we have a huge array, some spurious reference somewhere, and you end up building a very slow program because you don&#039;t realize it&lt;br /&gt;
18:23:04&amp;lt;!Guenther&amp;gt; I _think_ we managed to get the duplication down to a unsurprising amount&lt;br /&gt;
18:23:34&amp;lt;!Guenther&amp;gt; because once you have done the copy, you don&#039;t need to create another one&lt;br /&gt;
18:23:41&amp;lt;!Newton&amp;gt; if its documented properly in the reference, I am OK with merging noref into default&lt;br /&gt;
18:24:01&amp;lt;!PeterW&amp;gt; Well, yes, but it was quite a bit of work, wasn&#039;t it?&lt;br /&gt;
18:24:11&amp;lt;!PeterW&amp;gt; And we had quite a number of bugs on the way.&lt;br /&gt;
18:24:24&amp;lt;!PeterW&amp;gt; I don&#039;t know, I don&#039;t trust complicated implementations :)&lt;br /&gt;
18:24:49&amp;lt;!Guenther&amp;gt; except if you store the array in lots of variables, and I think it&#039;s reasonable to assume that doing var a = CreateArray(100), b = a; for (var i = 0; i &amp;lt; GetLength(a); ++i) a[i] = b; can lead to lots of copies later&lt;br /&gt;
18:25:04&amp;lt;!PeterW&amp;gt; In my opinion, it just means that the user won&#039;t be able to tell what he&#039;s actually doing with it.&lt;br /&gt;
18:25:08-!- Prior is now known as Prior-OFF&lt;br /&gt;
18:25:57&amp;lt;!Guenther&amp;gt; well, I somewhat trust our current implementation - we thought about it a lot and I&#039;m satisfied that our reasoning is correct&lt;br /&gt;
18:26:13&amp;lt;!Guenther&amp;gt; on the other hand, we just saw to what kind of bugs the references lead&lt;br /&gt;
18:26:38&amp;lt;!Guenther&amp;gt; was it the bow-doesn&#039;t-work bug?&lt;br /&gt;
18:27:11-!- Luchs is now known as Luchs^away&lt;br /&gt;
18:27:14&amp;lt;!Newton&amp;gt; hm?&lt;br /&gt;
18:27:15&amp;lt;!Guenther&amp;gt; http://hg.openclonk.org/openclonk/rev/f9a02581e861&lt;br /&gt;
18:27:30-!- Prior-OFF [~Miranda@euirc-8c3a9589.dip0.t-ipconnect.de] has quit [Connection reset by peer]&lt;br /&gt;
18:27:47&amp;lt;!Guenther&amp;gt; That change is all about me having forgotten about the pitfalls of C4Value references &lt;br /&gt;
18:30:18&amp;lt;!Guenther&amp;gt; So getting rid of references is not so much about the complicated array reference counting, but about making future changes to the engine easier&lt;br /&gt;
18:31:33&amp;lt;!PeterW&amp;gt; Well, there&#039;s also the argument about lesser memory consumption and potentially performance... ;)&lt;br /&gt;
18:31:54&amp;lt;!Guenther&amp;gt; Did anybody messure this yet?&lt;br /&gt;
18:32:48&amp;lt;!PeterW&amp;gt; Well, it&#039;s not like anybody has been complaining recently...&lt;br /&gt;
18:33:03&amp;lt;!ck&amp;gt; can we agree on something here? Peter to merge norefs? Peter to merge norefs after [:] creates a copy? &lt;br /&gt;
18:33:42&amp;lt;!PeterW&amp;gt; Hm, if I should merge I have another sub-issue:&lt;br /&gt;
18:33:50&amp;lt;!PeterW&amp;gt; Should I merge by script fixes?&lt;br /&gt;
18:34:04&amp;lt;!Guenther&amp;gt; er, what?&lt;br /&gt;
18:34:16&amp;lt;!PeterW&amp;gt; These where very ad-hoc and even incorrect, as Mortimer has already shown&lt;br /&gt;
18:34:59&amp;lt;!PeterW&amp;gt; I just wanted to see quickly whether I&#039;m able to get the engine running. Maybe some scripters feel like they want to decide for themselves how their code should be refactored.&lt;br /&gt;
18:35:05&amp;lt;!ck&amp;gt; well, if you don&#039;t then don&#039;t we end up with something unplayable?&lt;br /&gt;
18:35:14&amp;lt;!PeterW&amp;gt; I remember doing quite a lot of changes in Maikels code&lt;br /&gt;
18:35:44&amp;lt;!PeterW&amp;gt; Well, this will break quite a lot no matter how we do it&lt;br /&gt;
18:35:59&amp;lt;!ck&amp;gt; why?&lt;br /&gt;
18:36:02&amp;lt;!ck&amp;gt; I&#039;d prefer to not break the default branch&lt;br /&gt;
18:36:08-!- Mimmo_O [~mimmoisgr@euirc-93219395.dip0.t-ipconnect.de] has joined #openclonk-dev&lt;br /&gt;
18:36:12-!- mode/#openclonk-dev [+ao Mimmo_O Mimmo_O] by ChanServ&lt;br /&gt;
18:36:27&amp;lt;!PeterW&amp;gt; Well, because most &amp;quot;FindRelaunchPos&amp;quot;-type scripts currently use reference parameters&lt;br /&gt;
18:37:53&amp;lt;!ck&amp;gt; I&#039;d suggest to fix all affected scripts before merging&lt;br /&gt;
18:38:12&amp;lt;!PeterW&amp;gt; http://hg.openclonk.org/openclonk/rev/427442d5de82&lt;br /&gt;
18:38:29&amp;lt;!PeterW&amp;gt; And that only fixes about a quarter of the issue&lt;br /&gt;
18:39:34&amp;lt;!PeterW&amp;gt; Well, okay, then the branch is definetely not ready for merge yet.&lt;br /&gt;
18:40:19&amp;lt;!ck&amp;gt; okay&lt;br /&gt;
18:40:44&amp;lt;!Newton&amp;gt; + docs?&lt;br /&gt;
18:41:09&amp;lt;!PeterW&amp;gt; Yeah, docs should have quite a bit about the old references&lt;br /&gt;
18:41:30&amp;lt;!PeterW&amp;gt; At least if nobody has deleted what I wrote back then about type checks&lt;br /&gt;
18:42:18&amp;lt;!PeterW&amp;gt; Well, okay, I might look into it shortly.&lt;br /&gt;
18:42:52&amp;lt;!PeterW&amp;gt; ... at least I know that it won&#039;t just be reverted now :P&lt;br /&gt;
18:43:04&amp;lt;!PeterW&amp;gt; Okay, gotta go, have fun.&lt;br /&gt;
18:43:10-!- PeterW [~peter@euirc-a15152fb.superkabel.de] has quit [Quit: Leaving]&lt;br /&gt;
18:45:10&amp;lt;!ck&amp;gt; okap so concerning the title stuff I think we have two options: Either make a logo reading &amp;quot;BackToClonk&amp;quot; with BackTo and Clonk ~the same size&lt;br /&gt;
18:45:24&amp;lt;!ck&amp;gt; or abandoning the subtitle as suggested by Clonkonaut and keep with OpenClonk&lt;br /&gt;
18:46:52&amp;lt;!Newton&amp;gt; it will be tiresome to make a different logo for each release&lt;br /&gt;
18:47:00&amp;lt;!Newton&amp;gt; what about zappers suggestion?&lt;br /&gt;
18:47:09&amp;lt;!Newton&amp;gt; keep OpenClonk and add subtitles&lt;br /&gt;
18:48:54&amp;lt;!Guenther&amp;gt; Yeah, we should probably admit defeat and recognize that we won&#039;t find a better name than OpenClonk&lt;br /&gt;
18:49:19-!- ala [~bla.bla@euirc-bcd09bc8.pools.arcor-ip.net] has joined #openclonk-dev&lt;br /&gt;
18:49:37&amp;lt;!Sven2&amp;gt; We still have to call it &amp;quot;An OpenClonk project&amp;quot;?&lt;br /&gt;
18:49:56&amp;lt;!Newton&amp;gt; I guess not&lt;br /&gt;
18:49:59&amp;lt;!ck&amp;gt; yeah, so if we are going to add another subtitle it might be too many titles&lt;br /&gt;
18:50:10&amp;lt;!Newton&amp;gt; only if we use Clonk in the title, no?@an openclonk project&lt;br /&gt;
18:50:28&amp;lt;!Sven2&amp;gt; Yes. Which we would do if we call it OpenClonk&lt;br /&gt;
18:50:36&amp;lt;!Newton&amp;gt; hm&lt;br /&gt;
18:50:39&amp;lt;!ck&amp;gt; oh, but we do want to keep Clonk in the title I hope&lt;br /&gt;
18:51:04&amp;lt;!Sven2&amp;gt; Actually, I would rather drop Clonk from the title (still keeping the OpenClonk subtitle) than have a doubled &amp;quot;OpenClonk&amp;quot;&lt;br /&gt;
18:51:29&amp;lt;!Guenther&amp;gt; We might have a better chance at finding a really good name if we drop the Clonk&lt;br /&gt;
18:51:45&amp;lt;!Newton&amp;gt; I don&#039;t think that matthes would insist that we call it OpenClonk - an OpenClonk project if we were to use that name&lt;br /&gt;
18:52:25&amp;lt;!Sven2&amp;gt; He wrote so in the licence :P&lt;br /&gt;
18:52:26&amp;lt;!Guenther&amp;gt; It&#039;s probably bad marketing strategy to use a different domain name than the title of the game&lt;br /&gt;
18:52:28&amp;lt;!Newton&amp;gt; ack@drop clonk&lt;br /&gt;
18:52:45&amp;lt;!Newton&amp;gt; I mean, ack@think about a title which doesnt HAVE to contain clonk&lt;br /&gt;
18:53:52&amp;lt;!Sven2&amp;gt; WEll, designing a complete new title without the Clonk logo is not any easier than designing a title with the Clonk logo in the same size&lt;br /&gt;
18:54:33&amp;lt;!Guenther&amp;gt; With a complete new title, we would get rid of the openclonk.org versus FooClonk distinction&lt;br /&gt;
18:55:34&amp;lt;!Guenther&amp;gt; By the way, clonk.org is strange.&lt;br /&gt;
18:55:46&amp;lt;!Sven2&amp;gt; &amp;quot;Back to the Rocks&amp;quot; ;)&lt;br /&gt;
18:56:01&amp;lt;!Sven2&amp;gt; Though it&#039;s more like &amp;quot;Back to the Rocket Launchers&amp;quot; with all the boompacks right now&lt;br /&gt;
18:59:16&amp;lt;!Sven2&amp;gt; Newton:&lt;br /&gt;
18:59:16&amp;lt;!Sven2&amp;gt; Open Clonk&lt;br /&gt;
18:59:16&amp;lt;!Sven2&amp;gt; (in small font below OC: title [of the current release])&lt;br /&gt;
18:59:31&amp;lt;!Sven2&amp;gt; &amp;quot;Open Clonk&amp;quot; is not OK; must not use the name &amp;quot;Clonk&amp;quot; as as a separate word?&lt;br /&gt;
18:59:51&amp;lt;!ck&amp;gt; yeah, that&#039;s exactly what Newton explains one line above ;)&lt;br /&gt;
19:00:55&amp;lt;!Isilkor&amp;gt; Sven2: I don&#039;t think the license specifically states that it needs to be one word with camel casing&lt;br /&gt;
19:01:03&amp;lt;!ck&amp;gt; Are we allowed to do something like OpenClonk [Something]?&lt;br /&gt;
19:01:39&amp;lt;!Guenther&amp;gt; We must &amp;quot;prefix  the word with an added name of your choosing&amp;quot; and &amp;quot;you must subtitle your project with the term &#039;An OpenClonk project&#039;&amp;quot;&lt;br /&gt;
19:02:03&amp;lt;!Guenther&amp;gt; whatever &amp;quot;prefix&amp;quot; means exactly is not very clear&lt;br /&gt;
19:02:22&amp;lt;!Guenther&amp;gt; though the examples do point in a certain direction&lt;br /&gt;
19:02:44&amp;lt;!ck&amp;gt; (such as OpenClonk Rage - An OpenClonk project ;) )&lt;br /&gt;
19:03:15&amp;lt;!Isilkor&amp;gt; ck: While that may be legally acceptable, I&#039;m quite sure it&#039;ll rub matthes the wrong way ;)&lt;br /&gt;
19:04:07&amp;lt;!Guenther&amp;gt; Hm. &amp;quot;subtitle your _project_&amp;quot;&lt;br /&gt;
19:04:09&amp;lt;!ck&amp;gt; It does not sound that good anyway&lt;br /&gt;
19:04:14&amp;lt;!Guenther&amp;gt; What&#039;s our project?&lt;br /&gt;
19:04:46&amp;lt;!Guenther&amp;gt; It&#039;s certainly not the software product that has a title containing Clonk...&lt;br /&gt;
19:04:56&amp;lt;!ck&amp;gt; Guenther: why not?&lt;br /&gt;
19:05:11&amp;lt;+occ&amp;gt; Lykanthrop * b4d4bdbbf21e planet/Objects.c4d/Items.c4d/Tools.c4d/JarOfWinds.c4d/Script.c: Jar of Winds autorelaod&lt;br /&gt;
19:05:28&amp;lt;!Guenther&amp;gt; Okay, it might be, but it must not - &amp;quot;project&amp;quot; just pops out of nowhere in the licence&lt;br /&gt;
19:06:23&amp;lt;!Guenther&amp;gt; except that Clonk may be used within software products &amp;quot;using source code from the OpenClonk project&amp;quot;&lt;br /&gt;
19:06:40&amp;lt;!Guenther&amp;gt; which is clearly separate from the &amp;quot;your project&amp;quot;&lt;br /&gt;
19:07:00&amp;lt;!Guenther&amp;gt; Probably the second project was intended to be a &amp;quot;product&amp;quot;&lt;br /&gt;
19:07:17&amp;lt;!ck&amp;gt; I&#039;m not sure I get the point :)&lt;br /&gt;
19:07:24-!- Mortimer [~chatzilla@euirc-807d1a09.dip.t-dialin.net] has quit [Client exited]&lt;br /&gt;
19:07:48&amp;lt;!Guenther&amp;gt; The point is that the license was not very carefully written, and is subject to a lot of interpretation&lt;br /&gt;
19:08:14&amp;lt;!Guenther&amp;gt; We might want to spare us that interpretation risk&lt;br /&gt;
19:08:44&amp;lt;!ck&amp;gt; by not using Clonk in the title?&lt;br /&gt;
19:08:48&amp;lt;!Guenther&amp;gt; I&#039;m not particularly a fan of &amp;quot;FooClonk - An OpenClonk project&amp;quot; anyway&lt;br /&gt;
19:09:55&amp;lt;!Guenther&amp;gt; heh, dict.leo.org hasn&#039;t even a translation of &amp;quot;to subtitle&amp;quot;&lt;br /&gt;
19:10:25&amp;lt;!ck&amp;gt; Is the &amp;quot;An OpenClonk project&amp;quot; subtitle only necessary if we use Clonk in the title or also if we use the Clonk Rage source code?&lt;br /&gt;
19:11:00&amp;lt;!Guenther&amp;gt; Well, just read the license yourself&lt;br /&gt;
19:11:18&amp;lt;!Guenther&amp;gt; As I mentioned, it isn&#039;t even clear _what_ we have to subtitle&lt;br /&gt;
19:11:56&amp;lt;!Guenther&amp;gt; We could interpret it to mean that we have to put that subtitle on our website, but not on our software product&lt;br /&gt;
19:12:02&amp;lt;!ck&amp;gt; I guess the subtitle should appear everywhere where the &amp;quot;normal&amp;quot; title appears as well.&lt;br /&gt;
19:12:24&amp;lt;!Guenther&amp;gt; That&#039;s one interpretation, and _probably_ the intention&lt;br /&gt;
19:12:57&amp;lt;!ck&amp;gt; Of course we can also simply ask for clarification :)&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100410&amp;diff=514</id>
		<title>IRCMeeting/20100410</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100410&amp;diff=514"/>
		<updated>2010-04-27T19:24:05Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add log for meeting on Apr 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Newly introduced GetAverageTextureColor might desync for 16/32bit color depth; still keep 16bit mode as an option to save VRAM&lt;br /&gt;
* Melee/MicroMelee confusion: Rename MicroMelee to LastManStanding&lt;br /&gt;
* Backpack requires creating object at mouse/gamepad cursor GUI coordinates&lt;br /&gt;
* Control names not synchronized; just assume QWERTY/WASD for tutorial for now&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;17:57:40&amp;lt;!Newton&amp;gt; alright&lt;br /&gt;
17:57:52-Newton:#openclonk-dev- meeting, now!&lt;br /&gt;
17:57:57-!- Loriel changed the topic of #openclonk-dev to: The OpenClonk development channel | Meeting, now!&lt;br /&gt;
17:58:02-!- mode/#openclonk-dev [-o Loriel] by Loriel&lt;br /&gt;
17:58:04&amp;lt;!Newton&amp;gt; ^^&lt;br /&gt;
17:58:06&amp;lt;!Mimmo_O&amp;gt; omgomg&lt;br /&gt;
17:58:09&amp;lt;!Mimmo_O&amp;gt; ye&lt;br /&gt;
17:58:17&amp;lt;!Newton&amp;gt; ok, who is taking notes?&lt;br /&gt;
17:58:27&amp;lt;!Mimmo_O&amp;gt; what topics are going to occur?&lt;br /&gt;
17:58:55&amp;lt;!Newton&amp;gt; ...ok whatever I&#039;ll take the notes&lt;br /&gt;
17:59:03&amp;lt;!Newton&amp;gt; we still have the topics from last time&lt;br /&gt;
17:59:24&amp;lt; Loriel&amp;gt; I do not think I did anything since the last meeting, except for leaking memory when people slice arrays :(&lt;br /&gt;
17:59:51&amp;lt;!Newton&amp;gt; no need for a &amp;quot;:(&amp;quot; ^^&lt;br /&gt;
18:00:03&amp;lt;!Newton&amp;gt; so, any more topics we should talk about?&lt;br /&gt;
18:00:18&amp;lt;!Mimmo_O&amp;gt; nope&lt;br /&gt;
18:00:21&amp;lt;!Mimmo_O&amp;gt; okay, meeting is over!&lt;br /&gt;
18:00:35&amp;lt;!ck&amp;gt; can we throw out 16 bit color depth?&lt;br /&gt;
18:00:36&amp;lt;!Newton&amp;gt; well maybe something pops up during the meeting.&lt;br /&gt;
18:00:56&amp;lt; JCaesar&amp;gt; Mimmo_O: Short on time?&lt;br /&gt;
18:00:58&amp;lt;!Newton&amp;gt; ?@16bit&lt;br /&gt;
18:01:18&amp;lt;!Mimmo_O&amp;gt; nah&lt;br /&gt;
18:01:20&amp;lt;!Newton&amp;gt; why should we throw it out if it is already there&lt;br /&gt;
18:01:20&amp;lt;!ck&amp;gt; are there still people using it?&lt;br /&gt;
18:01:41&amp;lt; JCaesar&amp;gt; Is there a reason to throw it out?&lt;br /&gt;
18:01:43&amp;lt;!ck&amp;gt; It might cause desyncs in GetAverageTextureColor()&lt;br /&gt;
18:02:23&amp;lt;!Newton&amp;gt; I sometimes use 16bit on games which otherwise don&#039;t run so fast. But I don&#039;t actually know if it really helps in terms of speed&lt;br /&gt;
18:02:31&amp;lt;!ck&amp;gt; Just to feel safe about it. I figure it might not be required anymore.&lt;br /&gt;
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18:02:41&amp;lt;!Newton&amp;gt; I guess you are right&lt;br /&gt;
18:03:00&amp;lt; Loriel&amp;gt; Would it not be easier to just make GetAverageTextureColor downscale everything to 16bit before averaging?&lt;br /&gt;
18:03:11-!- Gurkenglas__ [~Gurkengla@euirc-1139e4ac.pools.arcor-ip.net] has left #openclonk-dev []&lt;br /&gt;
18:03:23&amp;lt; JCaesar&amp;gt; Funny. I can&#039;t see any difference between 16 and 32 bit mode ingame.&lt;br /&gt;
18:03:35&amp;lt;!ck&amp;gt; Loriel: Well, in my eyes removing 16bit colordepth would be easier than that :)&lt;br /&gt;
18:03:45&amp;lt; Loriel&amp;gt; I guess&lt;br /&gt;
18:04:12&amp;lt;!ck&amp;gt; it would need to downscale the same way textures are downscaled when they are loaded... would just be one more thing that could go wrong&lt;br /&gt;
18:04:32&amp;lt;!Newton&amp;gt; I guess if there is no one screaming right now, it&#039;s all the same&lt;br /&gt;
18:04:33&amp;lt;!ck&amp;gt; OTOH if used only for things that are not sync-relevant (such as particle colors) it doesn&#039;t matter anyhow&lt;br /&gt;
18:05:01&amp;lt;!ck&amp;gt; However in an ideal it would be impossible to cause a desync via script&lt;br /&gt;
18:05:04&amp;lt;!ck&amp;gt; +world&lt;br /&gt;
18:05:13&amp;lt;!Newton&amp;gt; btw, the color is saved per texture per material?&lt;br /&gt;
18:05:29&amp;lt;!ck&amp;gt; hm?&lt;br /&gt;
18:06:02&amp;lt;!Newton&amp;gt; ok forget it - per texture&lt;br /&gt;
18:06:09&amp;lt;!ck&amp;gt; not sure what you mean&lt;br /&gt;
18:06:17&amp;lt;!ck&amp;gt; Each texture computes an average color when it is loaded&lt;br /&gt;
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18:06:23&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
18:06:54&amp;lt;!Newton&amp;gt; then lets switch to the topic of last meeting&lt;br /&gt;
18:06:55&amp;lt;!Newton&amp;gt; 2. Set the concrete frame of which objects must be included into the release; set a frame for a feature-stop&lt;br /&gt;
18:07:13&amp;lt;!Newton&amp;gt; we already started this, here is the link: http://forum.openclonk.org/topic_show.pl?pid=8347#pid8347&lt;br /&gt;
18:07:51&amp;lt;!Mimmo_O&amp;gt; we need some cool melees.&lt;br /&gt;
18:08:01&amp;lt;!Newton&amp;gt; it seems we just stopped on the (collectible) objects&lt;br /&gt;
18:08:05&amp;lt;!Isilkor&amp;gt; 18:05 &amp;lt; Loriel&amp;gt; Would it not be easier to just make GetAverageTextureColor downscale everything to 16bit before averaging?  &amp;lt;- can&#039;t we load textures in 32 bit, then calculate the average, then downsample if we really need to keep 16 bit color depth?&lt;br /&gt;
18:08:15&amp;lt;!Mimmo_O&amp;gt; melees are always popular&lt;br /&gt;
18:08:35&amp;lt; JCaesar&amp;gt; I guess there will be enough trash melees...&lt;br /&gt;
18:08:47&amp;lt;!Newton&amp;gt; without a base or anything, it will be more like a deathmeath or like a last man standing&lt;br /&gt;
18:08:50&amp;lt; JCaesar&amp;gt; (to statisfy normal players.)&lt;br /&gt;
18:09:17&amp;lt;!ck&amp;gt; The CTF we played yesterday(?) was quite fun. Would require some more polish though&lt;br /&gt;
18:09:28&amp;lt;!Newton&amp;gt; CTF?&lt;br /&gt;
18:09:33&amp;lt;!Newton&amp;gt; from whom?&lt;br /&gt;
18:09:39&amp;lt;!Mimmo_O&amp;gt; kaiwolf&lt;br /&gt;
18:09:54&amp;lt;!Mimmo_O&amp;gt; he made an instant-kill bow and a fast-reusable JOW&lt;br /&gt;
18:10:02&amp;lt;!Newton&amp;gt; hm&lt;br /&gt;
18:10:11&amp;lt;!Newton&amp;gt; instagib again&lt;br /&gt;
18:10:12&amp;lt;!Mimmo_O&amp;gt; it actually was quite funny&lt;br /&gt;
18:10:21&amp;lt;!Mimmo_O&amp;gt; but... i dont like insta that much&lt;br /&gt;
18:10:53&amp;lt;!Sven2&amp;gt; ck: I&#039;m against removing 16 bit&lt;br /&gt;
18:10:58&amp;lt;!Mimmo_O&amp;gt; i think if we had x- and fire-arrows, bowmelee would be much more variable&lt;br /&gt;
18:11:21&amp;lt; Loriel&amp;gt; I do not want fancy arrows that make regular arrows redundant :&amp;lt;&lt;br /&gt;
18:11:21&amp;lt;!Newton&amp;gt; anyway, lets get back to the objects / object systems before we get to scenarios&lt;br /&gt;
18:11:23&amp;lt;!Mimmo_O&amp;gt; and maybe we also get different ammo for the musket: as MM has: poisionous and spreadshot&lt;br /&gt;
18:11:45&amp;lt;!Newton&amp;gt; poisionous lead shots... aha&lt;br /&gt;
18:11:50&amp;lt;!Sven2&amp;gt; It&#039;s deep down in the engine where it doesn&#039;t matter much, imo, and it can *really* help if you run out of texture mem&lt;br /&gt;
18:12:26&amp;lt;!Newton&amp;gt; well till the fire is reworked, fire arrows can&#039;t be reimplemented&lt;br /&gt;
18:12:26&amp;lt;!Sven2&amp;gt; Which is actually not so unlikely for a game like Clonk, that kinda lives of having a million different objects to play with&lt;br /&gt;
18:12:33&amp;lt;!ck&amp;gt; Sven2: OK.&lt;br /&gt;
18:12:38&amp;lt; JCaesar&amp;gt; What if that average value wouldn&#039;t be downscaled, but computed with 32 bit textures?&lt;br /&gt;
18:12:50&amp;lt;!Sven2&amp;gt; TextureAverageColor is a rather lame excuse :P&lt;br /&gt;
18:12:54&amp;lt;!Mimmo_O&amp;gt; we need goals: parcour, melee (maybe lms, dm and so on), sttlement?&lt;br /&gt;
18:13:26&amp;lt;!Newton&amp;gt; hrm&lt;br /&gt;
18:13:38&amp;lt; JCaesar&amp;gt; Getting settlement points seemed always a bit lame to me. Could anyone imagine a more intelligent settlement goal?&lt;br /&gt;
18:13:46&amp;lt;!ck&amp;gt; Well it was not meant to be an excuse but rather a kind of trigger ;)&lt;br /&gt;
18:14:06&amp;lt;!Mimmo_O&amp;gt; JCaesar: i also think so&lt;br /&gt;
18:14:13&amp;lt;!ck&amp;gt; JCaesar: Would require some code rearrangements I guess&lt;br /&gt;
18:14:20&amp;lt;!Newton&amp;gt; Mimmo: Then why are you mentioning it?&lt;br /&gt;
18:14:21&amp;lt;!Mimmo_O&amp;gt; the goal should be so build with system, not just as much as possible&lt;br /&gt;
18:14:27&amp;lt; Loriel&amp;gt; JCaesar: Building a special object/building that requires lots of resources?&lt;br /&gt;
18:14:33&amp;lt;!Mimmo_O&amp;gt; i mentioned it with a &amp;quot;?&amp;quot;&lt;br /&gt;
18:14:35&amp;lt;!ck&amp;gt; uhm, didn&#039;t we agree on doing settlement after that release?&lt;br /&gt;
18:14:44&amp;lt;!Mimmo_O&amp;gt; i dont know.&lt;br /&gt;
18:14:57&amp;lt;!Newton&amp;gt; JCaesar, Mimmo: We are taling about goals for the first release now btw, you noticed that right?&lt;br /&gt;
18:15:01&amp;lt;!Newton&amp;gt; +k&lt;br /&gt;
18:15:07&amp;lt;!Mimmo_O&amp;gt; yeh.&lt;br /&gt;
18:15:17&amp;lt;!Mimmo_O&amp;gt; then we need melee and parcour of course&lt;br /&gt;
18:15:45&amp;lt;!Newton&amp;gt; we don&#039;t want to brainstorm here but to set a frame for what has to be in the release and what then has to be finished till then&lt;br /&gt;
18:15:53&amp;lt; JCaesar&amp;gt; par_k_our. &lt;br /&gt;
18:15:58&amp;lt;!Mimmo_O&amp;gt; ahje&lt;br /&gt;
18:16:20&amp;lt;!Newton&amp;gt; btw, what should I note down on the 16bit topic now?&lt;br /&gt;
18:16:59&amp;lt;!ck&amp;gt; Newton: Keeping it out of the reasons Sven mentioned&lt;br /&gt;
18:17:29&amp;lt;!Guenther&amp;gt; The real reason to remove 16 bit is that it is mostly untested&lt;br /&gt;
18:17:42&amp;lt;!Guenther&amp;gt; I&#039;m not even sure if the option does anything for OpenGL&lt;br /&gt;
18:17:43&amp;lt;!ck&amp;gt; If used carefully that&#039;s no problem for the texture average color (as currently implemented)&lt;br /&gt;
18:17:44&amp;lt;!Newton&amp;gt; keeping it out = removing it?&lt;br /&gt;
18:18:02&amp;lt;!ck&amp;gt; er, -out&lt;br /&gt;
18:18:05&amp;lt;!ck&amp;gt; eh&lt;br /&gt;
18:18:06&amp;lt;!ck&amp;gt; +out&lt;br /&gt;
18:18:13&amp;lt;!Newton&amp;gt; what now&lt;br /&gt;
18:18:30&amp;lt; Loriel&amp;gt; -out+for&lt;br /&gt;
18:18:30&amp;lt;!ck&amp;gt; You can replace &amp;quot;out of&amp;quot; with &amp;quot;because of&amp;quot; if you want&lt;br /&gt;
18:18:31&amp;lt;!ck&amp;gt; :)&lt;br /&gt;
18:18:38&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
18:19:26&amp;lt;!Newton&amp;gt; good, lets NOW get to the topic of setting a precise frame for the release. I&#039;ll just begin with a short summary of what we said last time:&lt;br /&gt;
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18:19:43&amp;lt;!Newton&amp;gt; Following inventory objects must be working until the release: &lt;br /&gt;
18:19:44&amp;lt;!Newton&amp;gt;     + bow, musket, javelin, !club, !shield, !sword, shovel,&lt;br /&gt;
18:19:44&amp;lt;!Newton&amp;gt;     + !ropeladder, !pickaxe, !grappler, dynamite box, dynamite, boompack, jar of winds,&lt;br /&gt;
18:19:44&amp;lt;!Newton&amp;gt;     + materials: rock, gold, ice, snow, loam, firestone&lt;br /&gt;
18:19:54&amp;lt;!Guenther&amp;gt; Reducing the 16 bit option to _only_ affect textures might be a nice simplification&lt;br /&gt;
18:19:59&amp;lt;!Newton&amp;gt; of which the ones marked with ! are unfinished&lt;br /&gt;
18:20:49&amp;lt;!Newton&amp;gt; as optional were mentioned:&lt;br /&gt;
18:20:59&amp;lt;!Newton&amp;gt;     + cannon / catapult / gatling gun&lt;br /&gt;
18:20:59&amp;lt;!Newton&amp;gt;     + decoration like trees, moss, grass, rocks and ruins, cave paintings... ;-)&lt;br /&gt;
18:20:59&amp;lt;!Newton&amp;gt;     + floating balloon, war-hammer&lt;br /&gt;
18:21:23&amp;lt;!Newton&amp;gt; oh, I didn&#039; mention the pickaxe, did I?&lt;br /&gt;
18:21:40&amp;lt;!ck&amp;gt; you did in the second line&lt;br /&gt;
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18:21:46&amp;lt;!Newton&amp;gt; ah, there&lt;br /&gt;
18:22:21&amp;lt;!Newton&amp;gt; ok, so thats where we stopped. Bloody hell, it took me 24mins to get to that point&lt;br /&gt;
18:22:48&amp;lt;!Newton&amp;gt; mimmo just mentioned parkour goal and melee goal right now&lt;br /&gt;
18:22:57&amp;lt;!Mimmo_O&amp;gt; yeh&lt;br /&gt;
18:22:59&amp;lt;!Newton&amp;gt; are they not working yet btw?&lt;br /&gt;
18:23:04&amp;lt;!ck&amp;gt; parkour goal is done, no?&lt;br /&gt;
18:23:43&amp;lt;!Newton&amp;gt; thought so too. To give the checkpoints a better graphic is not so important for the release&lt;br /&gt;
18:23:53&amp;lt;!Newton&amp;gt; and melee?&lt;br /&gt;
18:24:18&amp;lt;!Mimmo_O&amp;gt; didnt maikel made on?&lt;br /&gt;
18:24:21&amp;lt;!Mimmo_O&amp;gt; one&lt;br /&gt;
18:24:26&amp;lt;!Newton&amp;gt; yes, he is not here&lt;br /&gt;
18:24:28&amp;lt;!Zapper&amp;gt; I still have the king of the hill goal liying around. Without a proper landscape&lt;br /&gt;
18:24:38&amp;lt;!ck&amp;gt; I&#039;m also confused by there being both Melee and MicroMelee btw&lt;br /&gt;
18:24:48&amp;lt;!Newton&amp;gt; wat is micromelee?&lt;br /&gt;
18:25:27&amp;lt;!ck&amp;gt; I&#039;m not exactly sure but we currently have Goals.c4d/Melee.c4d and Rules.c4d/MicroMelee.c4d&lt;br /&gt;
18:26:06&amp;lt;!Newton&amp;gt; Melee.c4d looks like the old melee rule from CR - if all others are dead, you won&lt;br /&gt;
18:26:07&amp;lt;!Zapper&amp;gt; I still think a goal should only end the game while a rule should do the logic (like the scoreboard/respawns). But I am alone there I guess :(&lt;br /&gt;
18:26:34&amp;lt;!Newton&amp;gt; you &amp;quot;still&amp;quot; think?&lt;br /&gt;
18:26:46&amp;lt;!ck&amp;gt; Zapper: So that&#039;s the reason there are Melee and MicroMelee currently?&lt;br /&gt;
18:26:56&amp;lt;!Newton&amp;gt; Did you ever mention that or start a discussion about it in the forum?&lt;br /&gt;
18:26:58&amp;lt;!Zapper&amp;gt; I mentioned it once I think, Newton&lt;br /&gt;
18:27:03&amp;lt;!Zapper&amp;gt; ck, i have no idea&lt;br /&gt;
18:27:06&amp;lt;!Zapper&amp;gt; I did not make them&lt;br /&gt;
18:27:30&amp;lt;!Newton&amp;gt; during a meeting?@mention&lt;br /&gt;
18:27:44&amp;lt;!Zapper&amp;gt; Could even have been on the CM. I know I talked about it once and was alone with that&lt;br /&gt;
18:28:58&amp;lt;!Newton&amp;gt; hmm, micromelee is basically a relaunch script&lt;br /&gt;
18:29:36&amp;lt;!Newton&amp;gt; so you can have the melee rule but the clonks respawn X times before they &amp;quot;finally&amp;quot; die&lt;br /&gt;
18:29:38&amp;lt;!Zapper&amp;gt;  &amp;lt;Zapper&amp;gt; I still think a goal should only end the game while a rule should do the logic (like the scoreboard/respawns). But I am alone there I guess :( &amp;lt;- the koth goal does a lot of return Goal_Melee-&amp;gt;IsFulfilled(); for example and adds just a bit of logic&lt;br /&gt;
18:29:55&amp;lt;!Newton&amp;gt; micromelee rule + melee goal = deathmatch&lt;br /&gt;
18:30:06&amp;lt;!ck&amp;gt; So maybe micromelee should be renamed?&lt;br /&gt;
18:30:25&amp;lt;!Newton&amp;gt; yeah&lt;br /&gt;
18:31:03&amp;lt;!ck&amp;gt; maybe call it DeathMatch&lt;br /&gt;
18:31:20&amp;lt;!Newton&amp;gt; I am noting down that we at least need parkour and melee as &amp;quot;general&amp;quot; goals plus the micromele rule renamed into relaunches rule or something&lt;br /&gt;
18:31:28&amp;lt;!Newton&amp;gt; well its just a relauncher&lt;br /&gt;
18:31:40&amp;lt;!Newton&amp;gt; could be used for any other scenarios i guess&lt;br /&gt;
18:31:43&amp;lt;!Newton&amp;gt; *read*&lt;br /&gt;
18:31:45&amp;lt;!ck&amp;gt; OK&lt;br /&gt;
18:31:57&amp;lt;!Newton&amp;gt; 	// Create melee goal if there isn&#039;t any.&lt;br /&gt;
18:31:58&amp;lt;!Newton&amp;gt; 	if (!ObjectCount(Find_ID(Goal_Melee)))&lt;br /&gt;
18:31:58&amp;lt;!Newton&amp;gt; 		CreateObject(Goal_Melee, 0, 0, NO_OWNER);&lt;br /&gt;
18:32:00&amp;lt;!Newton&amp;gt; hm well...&lt;br /&gt;
18:32:30&amp;lt;!ck&amp;gt; Let&#039;s just bring the issue up in the forums and see what Maikel says, I don&#039;t think we need to decide upon a name now&lt;br /&gt;
18:32:37&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
18:32:41&amp;lt; JCaesar&amp;gt; Isn&#039;t MicroMelee last man standing?&lt;br /&gt;
18:32:44&amp;lt;!Sven2&amp;gt; The relaunch rule would need a setting of how many relaunches it offers&lt;br /&gt;
18:32:59&amp;lt;!ck&amp;gt; It also seems to do Weapon selection on start/relaunch&lt;br /&gt;
18:33:06&amp;lt;!Newton&amp;gt; it is defineable in scenario script&lt;br /&gt;
18:33:11&amp;lt;!Sven2&amp;gt; Unfortunately, Goal/Rule object settings (e.g. as lobby options) don&#039;t exist yet&lt;br /&gt;
18:33:32&amp;lt;!Sven2&amp;gt; It would be good if that setting were attached to the rule object somehow&lt;br /&gt;
18:33:51&amp;lt;!Newton&amp;gt; hm? no@weapon selection&lt;br /&gt;
18:34:26&amp;lt;!ck&amp;gt; Newton: Then what dose func WeaponMenu() in MicroMelee.c4d/Relaunch.c4d?&lt;br /&gt;
18:34:50&amp;lt;!Newton&amp;gt; mh, i didnt look at relaunch.c4d yet&lt;br /&gt;
18:34:56&amp;lt;!Newton&amp;gt; assumed that its just a respawner container&lt;br /&gt;
18:36:13&amp;lt;!Newton&amp;gt; I don&#039;t really like the overall structure of how he did it but I can&#039;t really say how else I would have done it&lt;br /&gt;
18:36:51&amp;lt;!Newton&amp;gt; ...probably as a goal that inherits from melee&lt;br /&gt;
18:37:06&amp;lt;!Newton&amp;gt; anyway, we will bring it up on the forum I guess since he is not here anyway&lt;br /&gt;
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18:37:21&amp;lt;!ck&amp;gt; Haha, he is :P&lt;br /&gt;
18:37:22&amp;lt;!Newton&amp;gt; wenn man vom Teufel spricht&lt;br /&gt;
18:37:38&amp;lt;!Maikel&amp;gt; english pls&lt;br /&gt;
18:37:39&amp;lt;!Newton&amp;gt; Maikel, let me dump the last ten minutes of this meeting on you&lt;br /&gt;
18:38:02&amp;lt;!Maikel&amp;gt; yeah I couldn&#039;t make it earlier, had a tennis game&lt;br /&gt;
18:39:59&amp;lt; JCaesar&amp;gt; Newton: that&#039;s the way I did it. @goal that inherits from melee. But Maikel was a little faster with his. ;)&lt;br /&gt;
18:40:06&amp;lt;!Newton&amp;gt; while Maikel reads the log - what about the backpack&lt;br /&gt;
18:40:11&amp;lt;!Newton&amp;gt; I mean, it is already working but there are at least two bigger things about it that are unfinished. Question is if to finish these is required for the release in any case&lt;br /&gt;
18:40:13&amp;lt;!Newton&amp;gt; those are:&lt;br /&gt;
18:41:06&amp;lt;!Maikel&amp;gt; I am done. Since we didn&#039;t decide on the whole rule/goal structure I just implemented something&lt;br /&gt;
18:41:09&amp;lt;!Newton&amp;gt; 1. display the ring menu as a hud object. Requires engine changes regarding C4D_Gui, parallaxity, transferring mouse position on each button click (or on click of certain buttons) and stuff plus handling of it in the Clonkcontrol code&lt;br /&gt;
18:42:01&amp;lt;!Newton&amp;gt; 2. display the contents of the backpack always on the hud grouped around a big backpack icon on the lower left corner&lt;br /&gt;
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18:42:59&amp;lt; JCaesar&amp;gt; 2. disturbing, imho.&lt;br /&gt;
18:43:04&amp;lt;!Newton&amp;gt; both are not really necessary for the functioning of the backpack but would improve it greatly&lt;br /&gt;
18:43:18&amp;lt;!ck&amp;gt; Whether we need it depends on the scenarios we are gonna ship&lt;br /&gt;
18:43:20&amp;lt;!Sven2&amp;gt; What&#039;s the problem with the display?&lt;br /&gt;
18:43:31&amp;lt;!Newton&amp;gt; Sven2: 1 or 2?&lt;br /&gt;
18:43:41&amp;lt;!Sven2&amp;gt; 2nd&lt;br /&gt;
18:43:54&amp;lt;!Newton&amp;gt; its not a problem, its just not implemented yet&lt;br /&gt;
18:44:20&amp;lt;!Sven2&amp;gt; 1st won&#039;t be hard to implement. C4D_GUI changes are all in the bugtracker?&lt;br /&gt;
18:44:39&amp;lt;!Newton&amp;gt; I&#039;ll see to it. most are I think but they are not connected&lt;br /&gt;
18:45:02&amp;lt;!Sven2&amp;gt; I think I know what you mean. It&#039;s the possibility to have an object in GUI but at game coordinates&lt;br /&gt;
18:45:05&amp;lt; JCaesar&amp;gt; I had two alternate suggestions: Add something that behaves like paralax, but paralax to the mouse or tell the engine that a script is sync-inrelevant, and enable a bunch of functions there, eg getting where the mouse is.&lt;br /&gt;
18:45:59&amp;lt;!Sven2&amp;gt; Main problem with &amp;quot;GUI but at game coordinates&amp;quot; is: If it&#039;s at game coordinates, it has to be in game zoom&lt;br /&gt;
18:46:38&amp;lt;!Newton&amp;gt; hmm no, gui coordinates are enough&lt;br /&gt;
18:46:50&amp;lt;!Sven2&amp;gt; Well, that should be easy to do&lt;br /&gt;
18:47:03&amp;lt;!Sven2&amp;gt; You mean the &amp;quot;opening menu at current mouse position&amp;quot;, right?&lt;br /&gt;
18:47:06&amp;lt;!Newton&amp;gt; if the ringmenu sticks to the screen, only gui coordinates are needed&lt;br /&gt;
18:47:28&amp;lt;!Newton&amp;gt; but I need to implement another AimGUI and gamepad aim for GUI coordinates I guess&lt;br /&gt;
18:47:51&amp;lt;!Newton&amp;gt; since the coordinates from Aim (GameMouse) are useless then - for that menu&lt;br /&gt;
18:48:11&amp;lt;!Sven2&amp;gt; IT would be possible to have an alternate control flag. Just like an option to transfer the current mouse pos along with a control, you could transfer the &amp;quot;current cursor (GetCursor()) pos in GUI coordinates&amp;quot;&lt;br /&gt;
18:48:13&amp;lt;!Newton&amp;gt; yes, opening at current GUI mouse position&lt;br /&gt;
18:48:35&amp;lt;!Sven2&amp;gt; That would enable you to open something in GUI coordinates around the cursor for gamepad&lt;br /&gt;
18:48:55&amp;lt;!Sven2&amp;gt; It could, in fact, use the same control mechanism&lt;br /&gt;
18:49:24&amp;lt;!Newton&amp;gt; oh right, didnt think of that yet. Indeed, for gamepad control the GUI coordinates of the current cursor need to be transferred instead of the GUI position of the mouse&lt;br /&gt;
18:49:35&amp;lt;!Sven2&amp;gt; Yes&lt;br /&gt;
18:49:47&amp;lt;!Sven2&amp;gt; Anyway, that should be possible&lt;br /&gt;
18:50:06&amp;lt;!Newton&amp;gt; I&#039;d like to declare that feature as necessary for the release&lt;br /&gt;
18:50:38&amp;lt;!Newton&amp;gt; while the second one is not so important that the release should have to wait for it to be finished (the display of the backpacks contents in the lower left corner of the screen)&lt;br /&gt;
18:50:54&amp;lt;!Newton&amp;gt; OK?&lt;br /&gt;
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18:51:11&amp;lt;!Sven2&amp;gt; Yes, I agree it can be low priority&lt;br /&gt;
18:51:12&amp;lt;!Maikel&amp;gt; agreed&lt;br /&gt;
18:51:17&amp;lt;!Sven2&amp;gt; Although I think it&#039;s really not much work to implement&lt;br /&gt;
18:51:31&amp;lt;!Sven2&amp;gt; But I guess that&#039;s the case for most features, until you really start doing it ;)&lt;br /&gt;
18:51:57&amp;lt;!Newton&amp;gt; yeah, guess so too. But the graphic needs to be finished too then&lt;br /&gt;
18:52:07&amp;lt;!Newton&amp;gt; without the hud display, we don&#039;t need a backpack graphic yet&lt;br /&gt;
18:52:47&amp;lt;!Sven2&amp;gt; Another minor thing: Does the tutorial need a goal object and goal graphics?&lt;br /&gt;
18:52:49&amp;lt;!Newton&amp;gt; oh mimmo, btw. Why is there always a black circle in the center of a ringmenu?&lt;br /&gt;
18:53:12&amp;lt;!Newton&amp;gt; yeah, why not@tutorial goal&lt;br /&gt;
18:53:16&amp;lt;!Newton&amp;gt; &amp;quot;follow the butterlfy!&amp;quot;&lt;br /&gt;
18:53:32&amp;lt;!Sven2&amp;gt; I never liked that idea :P&lt;br /&gt;
18:53:44&amp;lt;!Sven2&amp;gt; Just mentioned it because matthes was so fond of it&lt;br /&gt;
18:54:27&amp;lt;!Newton&amp;gt; what do you have against butterlfies??&lt;br /&gt;
18:55:01&amp;lt;!Newton&amp;gt; or are you talking about the general idea of having as the goal to follow $something&lt;br /&gt;
18:55:41&amp;lt;!Sven2&amp;gt; Following something...maybe. I don&#039;t like butterflies&lt;br /&gt;
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18:56:18&amp;lt;!Newton&amp;gt; follow the fairy?&lt;br /&gt;
18:56:26&amp;lt;!Sven2&amp;gt; Their flying style is awkward. No elegance. Nothing like e.g. an eagle.&lt;br /&gt;
18:56:29&amp;lt; JCaesar&amp;gt; Aww. :(&lt;br /&gt;
18:56:41&amp;lt;!Sven2&amp;gt; Run away from the Newton :P&lt;br /&gt;
18:57:02&amp;lt; Maikel`&amp;gt; The follow a thing is not applicable to toturials where you control multiple clonks&lt;br /&gt;
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18:57:29&amp;lt;!Newton&amp;gt; I think Sven it talking about tutorial 1&lt;br /&gt;
18:58:14&amp;lt;!Newton&amp;gt; anyway, you are the boss about tutorial 1, if you have another idea do that instead&lt;br /&gt;
18:58:35&amp;lt;!Sven2&amp;gt; I guess that should be a hint I should finish it ;)&lt;br /&gt;
18:58:53&amp;lt; Maikel`&amp;gt; I can do toturial 2 btw.&lt;br /&gt;
18:58:53&amp;lt;!Newton&amp;gt; oh, its not finished yet? I assumed it was...&lt;br /&gt;
18:58:54&amp;lt;!Newton&amp;gt; :P&lt;br /&gt;
18:58:55&amp;lt;!Sven2&amp;gt; Right now, I&#039;d just make it like &amp;quot;get out of that valley&amp;quot;&lt;br /&gt;
18:59:13&amp;lt;!Sven2&amp;gt; Not sure yet how you fell into it, because we have no blimps yet&lt;br /&gt;
19:00:19&amp;lt;!Newton&amp;gt; hmm, I think we have all objects that need to be finished?&lt;br /&gt;
19:00:35&amp;lt;!Sven2&amp;gt; Nothing was added to the list?&lt;br /&gt;
19:00:53&amp;lt;!Newton&amp;gt; I noted down the goals&lt;br /&gt;
19:01:00&amp;lt;!ck&amp;gt; except for the backpack stuff&lt;br /&gt;
19:01:02&amp;lt;!Sven2&amp;gt; The tutorial pointing jumping and rotating arrow is already on the list?&lt;br /&gt;
19:01:03&amp;lt;!Newton&amp;gt; (which seem to be finished)&lt;br /&gt;
19:01:08&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
19:01:35&amp;lt;!Sven2&amp;gt; The arrow is finished?&lt;br /&gt;
19:01:54&amp;lt;!Newton&amp;gt; no&lt;br /&gt;
19:02:04&amp;lt;!Newton&amp;gt; the goals seem to be finished&lt;br /&gt;
19:02:11&amp;lt;!Newton&amp;gt; ehm, another thing&lt;br /&gt;
19:02:19&amp;lt;!Newton&amp;gt; the chest should also work for the release I guess&lt;br /&gt;
19:02:28&amp;lt;!Newton&amp;gt; with a ringmenu&lt;br /&gt;
19:02:49&amp;lt;!Newton&amp;gt; thats something for me to do i guess. There were some problems with it&lt;br /&gt;
19:02:50&amp;lt; Maikel`&amp;gt; At least somehwat more reasonable than it does now&lt;br /&gt;
19:03:21&amp;lt;!Newton&amp;gt; I needed to write an interface for interactable objects anyway&lt;br /&gt;
19:03:29&amp;lt;!Sven2&amp;gt; Also, for the tutorial: I guess it should have alternate texts based on whether you play on keyboard or gamepad?&lt;br /&gt;
19:03:37&amp;lt;!Newton&amp;gt; (so that the clonk does not need to &amp;quot;grab&amp;quot; the chest but simply interacts with it on space)&lt;br /&gt;
19:03:42&amp;lt;!Sven2&amp;gt; I also need to fix the functionality to query assigned keys by script :(&lt;br /&gt;
19:03:57&amp;lt;!Newton&amp;gt; there is a function... wait&lt;br /&gt;
19:05:09&amp;lt;!Newton&amp;gt; global func PlayerHasVirtualCursor(int plr)&lt;br /&gt;
19:05:11&amp;lt;!Newton&amp;gt; yeah well&lt;br /&gt;
19:05:26&amp;lt;!Newton&amp;gt; thats the biggest difference between mouse and gamepad&lt;br /&gt;
19:06:21&amp;lt;!Newton&amp;gt; ok next&lt;br /&gt;
19:06:23&amp;lt;!Sven2&amp;gt; Well, I need to query key names e.g. for Dvorak vs normal key set&lt;br /&gt;
19:06:32&amp;lt;!Sven2&amp;gt; The functionality did exist in CR, but will need to be reimplemented for OC&lt;br /&gt;
19:06:39&amp;lt;!Newton&amp;gt; mhm&lt;br /&gt;
19:07:08&amp;lt;!Sven2&amp;gt; I&#039;m kinda afraid of it, because the used control set isn&#039;t even synchronized at the moment. Except by that one script callback.&lt;br /&gt;
19:07:28&amp;lt;!Sven2&amp;gt; ...which will probably have to be changed into a real packet instead of CID_Script then&lt;br /&gt;
19:07:46&amp;lt;!Newton&amp;gt; hm&lt;br /&gt;
19:08:12&amp;lt;!Newton&amp;gt; but i dont think that it must already be there for the release&lt;br /&gt;
19:08:17&amp;lt;!Sven2&amp;gt; I can&#039;t just say &amp;quot;walk around on WASD&amp;quot; if it&#039;s not true for that set :)&lt;br /&gt;
19:08:31&amp;lt;!Sven2&amp;gt; Well. You could argue it&#039;s not needed because we can&#039;t redefine controls at the moment&lt;br /&gt;
19:08:51&amp;lt;!Newton&amp;gt; i mean, there is basically only one mouse control set, DVORAK doesnt count. Because only someone who is experienced would change that anyway&lt;br /&gt;
19:09:07&amp;lt;!Sven2&amp;gt; I could assume Dvorak users will understand &amp;quot;walk on WASD&amp;quot; in any case&lt;br /&gt;
19:09:20&amp;lt;!Newton&amp;gt; thats what i mean&lt;br /&gt;
19:09:45&amp;lt;!Sven2&amp;gt; So maybe have that fix on the &amp;quot;not important&amp;quot; list. Still, it needs to be implemented at some point.&lt;br /&gt;
19:10:19&amp;lt;!Newton&amp;gt; ah, btw. what about this? http://forum.openclonk.org/topic_show.pl?tid=457&lt;br /&gt;
19:10:29&amp;lt;!Newton&amp;gt; for the release i mean&lt;br /&gt;
19:10:56&amp;lt;!Sven2&amp;gt; Well, it would be cool. But I don&#039;t think I&#039;ll have time for it.&lt;br /&gt;
19:11:06&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
19:11:22&amp;lt;!Newton&amp;gt; I posted the stuff about the ringmenu already here - http://forum.openclonk.org/topic_show.pl?tid=465&lt;br /&gt;
19:11:37&amp;lt;!Newton&amp;gt; so I don&#039;t know if there is any info missing on what is needed&lt;br /&gt;
19:12:08&amp;lt;!Newton&amp;gt; I suggest that you simply add it by replying to it. Now that we talked about it&lt;br /&gt;
19:12:59&amp;lt;!Sven2&amp;gt; Will we keep the forum posting as a todo list?&lt;br /&gt;
19:13:11&amp;lt;!Sven2&amp;gt; i.e., shall we edit it to include the meeting points? Or will you do&amp;gt;?&lt;br /&gt;
19:13:54&amp;lt;!Newton&amp;gt; better you edit it, i don&#039;t know whats missing&lt;br /&gt;
19:14:29&amp;lt;!Sven2&amp;gt; The arrow :P&lt;br /&gt;
19:14:47&amp;lt;!Newton&amp;gt; eh?&lt;br /&gt;
19:14:59&amp;lt;!Newton&amp;gt; the arrow is already mentioned&lt;br /&gt;
19:15:06&amp;lt;!Newton&amp;gt; but we are not done yet&lt;br /&gt;
19:15:17&amp;lt;!Newton&amp;gt; scenarios&lt;br /&gt;
19:15:57&amp;lt;!Newton&amp;gt; err say, are we just two left?&lt;br /&gt;
19:16:11&amp;lt; Maikel`&amp;gt; No I am there&lt;br /&gt;
19:16:41&amp;lt;!Newton&amp;gt; hmm well&lt;br /&gt;
19:16:45&amp;lt;!ck&amp;gt; me too&lt;br /&gt;
19:17:29&amp;lt;!Sven2&amp;gt;   + Tutorial needs to reflect selected control scheme. Might want to fix GetControlKeyName and properly sync actual, selected key set. For now, let&#039;s just differentiate between Mouse+Keyb and Gamepad (HasVirtualCursor).&lt;br /&gt;
19:17:47&amp;lt; Maikel`&amp;gt; Did we agree on renaming micromelee to last man standing and making it a goal?&lt;br /&gt;
19:18:11&amp;lt; Maikel`&amp;gt; and separate it from the melee goal, which will be used in base melees?&lt;br /&gt;
19:18:15&amp;lt;!Newton&amp;gt; so, any picture of which scenarios should be part of the release? Other than GoTW, boomrace &amp;amp; cave &lt;br /&gt;
19:18:42&amp;lt;!Newton&amp;gt; not yet@maikel&lt;br /&gt;
19:18:44&amp;lt;!Newton&amp;gt; but we can do that now&lt;br /&gt;
19:18:59&amp;lt; Maikel`&amp;gt; I am in favour of that&lt;br /&gt;
19:19:32&amp;lt;!ck&amp;gt; I also agree&lt;br /&gt;
19:19:38&amp;lt; Maikel`&amp;gt; We will then have goals like: Melee, Last man standing, king of the hill, deathmatch and capture the flag, etc&lt;br /&gt;
19:20:10&amp;lt;!Newton&amp;gt; whats deathmatch?&lt;br /&gt;
19:20:20&amp;lt; Maikel`&amp;gt; kill 10 clonks to win&lt;br /&gt;
19:20:38&amp;lt;!Isilkor&amp;gt; does it work with teams?&lt;br /&gt;
19:20:49&amp;lt;!Newton&amp;gt; does it even exist yet?&lt;br /&gt;
19:20:53&amp;lt;!Isilkor&amp;gt; oh&lt;br /&gt;
19:21:20&amp;lt; Maikel`&amp;gt; I just guessed scenario designers want such goals.&lt;br /&gt;
19:21:32&amp;lt; Maikel`&amp;gt; But they should of course all work with teams.&lt;br /&gt;
19:22:47&amp;lt;!Newton&amp;gt; I never liked that Hazard drifted so much in that Deathmatch Arena style. It happened because we (only) provided these kind of rules, goals and scenarios. I don&#039;t really want to see that happen with OC - I mean that the ppl only build arena-maps&lt;br /&gt;
19:23:11&amp;lt;!Newton&amp;gt; but on the other hand, since there is no settlement aspect yet, there is not soo much else one can do&lt;br /&gt;
19:23:50&amp;lt;!Sven2&amp;gt; Newton: There were also alien hunt scenarios. But only very basic ones&lt;br /&gt;
19:23:51&amp;lt;!Newton&amp;gt; I suggest that the goals for concrete scenarios which we want to include in the release get finished and the others can wait&lt;br /&gt;
19:24:29&amp;lt; Maikel`&amp;gt; But we can agree on making them all goals&lt;br /&gt;
19:24:32&amp;lt;!Sven2&amp;gt; What was up with that magic test scenario?&lt;br /&gt;
19:25:06-!- Mortimer [~Mortimer@euirc-9b529d61.dip.t-dialin.net] has quit [Quit: Mortimer]&lt;br /&gt;
19:25:11&amp;lt;!Sven2&amp;gt; By Mimmo I think. I kinda liked it.&lt;br /&gt;
19:25:19&amp;lt;!Newton&amp;gt; yeah, it was fun&lt;br /&gt;
19:25:29&amp;lt;!Isilkor&amp;gt; Newton: If the players like DM scenarios, why do you want to force them to play other things?&lt;br /&gt;
19:25:35&amp;lt;!Newton&amp;gt; but the magic inside that scenario should stay scenario-local&lt;br /&gt;
19:25:37-!- Mortimer [~Mortimer@euirc-9b529d61.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
19:25:57&amp;lt;!Mimmo_O&amp;gt; yes&lt;br /&gt;
19:26:00&amp;lt;!Isilkor&amp;gt; I mean, they wouldn&#039;t play DM arenas if they hated them&lt;br /&gt;
19:26:02&amp;lt;!Sven2&amp;gt; Isilkor: TBH, I liked Alien hunt much more. Just noone built good scenarios for it&lt;br /&gt;
19:28:27&amp;lt;!Newton&amp;gt; Isilkor: its not so much forcing or not forcing. Community make the best out of what they get. If you offer them an arena-pack with adequate goals, they will make more arenas. Now imagine that we could have gone another way - e.g. include a settlement aspect or just offer another variety of scenarios - say - races, or more tactical action instead of the deathmatch-action&lt;br /&gt;
19:29:01&amp;lt;!Newton&amp;gt; or imagine boni left out the InstaGIB rule&lt;br /&gt;
19:29:58&amp;lt;!Newton&amp;gt; the &amp;quot;weapon spawn points&amp;quot; which are now used in almost ALL scenarios were not planned to be that prominent. Originally we wanted more something like a ArsoMorf-gameplay rather than a Quake4 gameplay&lt;br /&gt;
19:30:31&amp;lt;!Newton&amp;gt; anyway&lt;br /&gt;
19:31:22&amp;lt;!Newton&amp;gt; can we close the meeting by acknowledging that we at least pack maikels general melee with the chests and mimmos magic-scenario inside the release?&lt;br /&gt;
19:31:35&amp;lt;!Newton&amp;gt; oh, and best a scenario where the grappling hook comes into action&lt;br /&gt;
19:31:43&amp;lt;!Newton&amp;gt; its too much fun to not use it&lt;br /&gt;
19:31:59&amp;lt; Maikel`&amp;gt; No way that we implement that boring map&lt;br /&gt;
19:32:16&amp;lt;!Newton&amp;gt; you mean that general melee with the chests`?&lt;br /&gt;
19:32:20&amp;lt; Maikel`&amp;gt; I would like to make the seconde toturial explaining some tools&lt;br /&gt;
19:32:32&amp;lt; Maikel`&amp;gt; Yes&lt;br /&gt;
19:32:42&amp;lt; Maikel`&amp;gt; including the grappling bow&lt;br /&gt;
19:32:55&amp;lt;!Newton&amp;gt; yeah ok, i meant a standard melee where there are chests and stuff to get weapons from&lt;br /&gt;
19:33:17&amp;lt; Maikel`&amp;gt; The grappling bow is also used in the cavern I guess&lt;br /&gt;
19:33:24&amp;lt;!Newton&amp;gt; maikel: Look here http://forum.openclonk.org/topic_show.pl?pid=8347#pid8347&lt;br /&gt;
19:33:29&amp;lt;!Newton&amp;gt; under 1. Tutorials&lt;br /&gt;
19:33:35&amp;lt;!Newton&amp;gt; the second would include the grappling hook&lt;br /&gt;
19:33:51&amp;lt; Maikel`&amp;gt; Yes I know.&lt;br /&gt;
19:34:43&amp;lt;!Newton&amp;gt; you meant that you&#039;ll do the 2nd tutorial?&lt;br /&gt;
19:35:05&amp;lt; Maikel`&amp;gt; Yes&lt;br /&gt;
19:35:11&amp;lt;!Newton&amp;gt; ok, noted&lt;br /&gt;
19:35:29&amp;lt; Maikel`&amp;gt; but I&#039;d rather wait for Sven to implement the first so that I don&#039;t have to do double work&lt;br /&gt;
19:35:37&amp;lt;!Newton&amp;gt; Mimmo, you gonna do the magical melee then?&lt;br /&gt;
19:35:45&amp;lt;!Mimmo_O&amp;gt; wut&lt;br /&gt;
19:36:03&amp;lt;!Mimmo_O&amp;gt; the magic scenario does no more exist&lt;br /&gt;
19:36:21&amp;lt;!Mimmo_O&amp;gt; but i surely can do another one&lt;br /&gt;
19:36:32&amp;lt;!Newton&amp;gt; what, you deleted it?&lt;br /&gt;
19:36:32&amp;lt;!Mimmo_O&amp;gt; i can remove the most of the code&lt;br /&gt;
19:36:35&amp;lt;!Mimmo_O&amp;gt; eh&lt;br /&gt;
19:36:36&amp;lt;!Mimmo_O&amp;gt; recall&lt;br /&gt;
19:36:38&amp;lt;!Mimmo_O&amp;gt; yes i delted it&lt;br /&gt;
19:36:48&amp;lt;!Newton&amp;gt; including all the spells?&lt;br /&gt;
19:36:53&amp;lt;!Mimmo_O&amp;gt; including all spells&lt;br /&gt;
19:37:00&amp;lt;!Newton&amp;gt; and the graphics&lt;br /&gt;
19:37:39&amp;lt;!Mimmo_O&amp;gt; including EVERYTHING&lt;br /&gt;
19:37:46&amp;lt;!Mimmo_O&amp;gt; except the koncept of the ringmenu&lt;br /&gt;
19:37:47&amp;lt;!Newton&amp;gt; oh shit, why would you do that?&lt;br /&gt;
19:37:51&amp;lt;!Mimmo_O&amp;gt; which i developed further&lt;br /&gt;
19:37:56&amp;lt;!Mimmo_O&amp;gt; maybe its still in the recycle bin&lt;br /&gt;
19:38:45&amp;lt;!Mimmo_O&amp;gt; seems it is gone&lt;br /&gt;
19:38:47&amp;lt;!Newton&amp;gt; anyway, I&#039;ll write it all down later&lt;br /&gt;
19:39:06&amp;lt;!Mimmo_O&amp;gt; i though megic will not be implemented?&lt;br /&gt;
19:39:41&amp;lt;!Sven2&amp;gt;   + Maikel may do it once the first tutorial is done&lt;br /&gt;
19:40:00&amp;lt;!Mimmo_O&amp;gt; Newton&lt;br /&gt;
19:40:03&amp;lt;!Mimmo_O&amp;gt; i played it with you&lt;br /&gt;
19:40:08&amp;lt;!Mimmo_O&amp;gt; i bet you have it in your networks-folder&lt;br /&gt;
19:40:14&amp;lt; Maikel`&amp;gt; sven?&lt;br /&gt;
19:40:14&amp;lt;!Sven2&amp;gt; [19:35:50] &amp;lt;Maikel`&amp;gt; The grappling bow is also used in the cavern I guess&lt;br /&gt;
19:40:20&amp;lt;!Sven2&amp;gt; Won&#039;t that make the Cavern too easy?&lt;br /&gt;
19:40:41&amp;lt; Maikel`&amp;gt; I haven&#039;t beat your time with it :(&lt;br /&gt;
19:40:44&amp;lt; JCaesar&amp;gt; What will be in the tutorials?&lt;br /&gt;
19:41:07&amp;lt;!Newton&amp;gt; Mimmo: The &amp;quot;magic&amp;quot; in your scenario is not the magic that will be implemented later&lt;br /&gt;
19:41:11&amp;lt;!Newton&amp;gt; but still its fun&lt;br /&gt;
19:41:11&amp;lt;!Sven2&amp;gt; Mh, a lot has changed since then&lt;br /&gt;
19:41:12&amp;lt;!Sven2&amp;gt; You only have two object slots now&lt;br /&gt;
19:41:13&amp;lt;!Newton&amp;gt; that was the point&lt;br /&gt;
19:41:34&amp;lt;!Newton&amp;gt; Caeser: see forum&lt;br /&gt;
19:41:51&amp;lt;!Mimmo_O&amp;gt; the last change was&lt;br /&gt;
19:41:56&amp;lt; Maikel`&amp;gt; My second would  include: grapple, backpack, crew sel, dynamite and rope ladder.&lt;br /&gt;
19:41:57&amp;lt;!Mimmo_O&amp;gt; short time before the IDs changed&lt;br /&gt;
19:42:14&amp;lt;!Mimmo_O&amp;gt; but i can update it ofc&lt;br /&gt;
19:42:20&amp;lt;!Mimmo_O&amp;gt; just give it to me if someone has it&lt;br /&gt;
19:42:23&amp;lt;!Sven2&amp;gt; What&#039;s with that scenario uploaded to CCAN?&lt;br /&gt;
19:42:27&amp;lt;!Sven2&amp;gt; Is it good? Can we use it?&lt;br /&gt;
19:42:32&amp;lt;!Mimmo_O&amp;gt; what?&lt;br /&gt;
19:42:35&amp;lt; Maikel`&amp;gt; &amp;lt;!Sven2&amp;gt;   + Maikel may do it once the first tutorial is done &amp;lt;- what do you mean with that?&lt;br /&gt;
19:42:42&amp;lt;!Sven2&amp;gt; I just added that to the forum posting&lt;br /&gt;
19:42:48&amp;lt;!Sven2&amp;gt; You said you could do Tut #2?&lt;br /&gt;
19:42:50&amp;lt; Maikel`&amp;gt; I like the concept of that CCAN-scen, but not the map&lt;br /&gt;
19:42:52&amp;lt; Maikel`&amp;gt; Yes&lt;br /&gt;
19:43:14&amp;lt;!Sven2&amp;gt; So, will Newton branch and sticky that posting?&lt;br /&gt;
19:44:33&amp;lt;!Newton&amp;gt; I&#039;ll make a new one where I describe all the tasks that need to be done for the release in seperate posts so ppl can easily take up single tasks or take over the lead and ask for help on those single tasks&lt;br /&gt;
19:45:08&amp;lt;!Newton&amp;gt; but I&#039;ll go play some billard first I think&lt;br /&gt;
19:45:18&amp;lt;!Newton&amp;gt; Ill do it when I come back&lt;br /&gt;
19:49:32&amp;lt; Maikel`&amp;gt; The ccan-thing is a ctf where you only have the bow, and can block with the jar of winds.&lt;br /&gt;
19:50:23&amp;lt;!Sven2&amp;gt; Btw, @Title screens&lt;br /&gt;
19:50:35&amp;lt;!Sven2&amp;gt; http://95.33.97.251:18070/Screenshot011.png&lt;br /&gt;
19:50:53&amp;lt;!Sven2&amp;gt; I think something like this could work&lt;br /&gt;
19:51:00&amp;lt;!Sven2&amp;gt; Maybe even without the blur. Just showing some interesting scenes&lt;br /&gt;
19:52:19&amp;lt;!Newton&amp;gt; [x] with blur + interesting scenes&lt;br /&gt;
19:52:41&amp;lt;!Sven2&amp;gt; We&#039;d just need  to remember taking some shots while playing each scenario&lt;br /&gt;
19:53:29&amp;lt;!Sven2&amp;gt; It&#039;s not as cool as some high res model renders, but a billion times better than blank gray screens.&lt;br /&gt;
19:53:31&amp;lt;!Sven2&amp;gt; Maybe I&#039;ll just commit that one as a jpeg to get the idea rolling?&lt;br /&gt;
19:53:56&amp;lt;!Newton&amp;gt; I took a lot during a network game of that round&lt;br /&gt;
19:53:58&amp;lt;!Newton&amp;gt; lets see&lt;br /&gt;
19:54:26&amp;lt;!Sven2&amp;gt; I manually removed mouse cursor and arrow&lt;br /&gt;
19:54:38&amp;lt; Maikel`&amp;gt; We can also start a screenshot thread, we need them anyway for the development progress.&lt;br /&gt;
19:55:46&amp;lt;!Newton&amp;gt; good idea&lt;br /&gt;
19:55:52&amp;lt;!Newton&amp;gt; cya later&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100405&amp;diff=513</id>
		<title>IRCMeeting/20100405</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100405&amp;diff=513"/>
		<updated>2010-04-27T19:05:29Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add log for meeting on Apr 05&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Secondary use of objects&lt;br /&gt;
** Just pass a boolean &amp;quot;alt&amp;quot; parameter to ControlUse*&lt;br /&gt;
* Tutorials&lt;br /&gt;
** 1. Basic controls, digging, loam, flints&lt;br /&gt;
** 2. Crew, items (dynamite, grappling hook, ...), vehicles (if any)&lt;br /&gt;
** 3. Weapons&lt;br /&gt;
* Introduce reference semantics for arrays (to be consistent with proplists)&lt;br /&gt;
* Agreed on objects and scenarios we want to have for the first release (see [http://forum.openclonk.org/topic_show.pl?tid=485 forums] thread)&lt;br /&gt;
* Use (blurred) screenshots for startup menu backgrounds until we have something better&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;18:57:37-Mimmo_O:#openclonk-dev- Meeting. ping!&lt;br /&gt;
18:57:46&amp;lt;!Mimmo_O&amp;gt; pong&lt;br /&gt;
18:58:07&amp;lt;!Zapper&amp;gt; whoop&lt;br /&gt;
18:58:25&amp;lt;!Maikel&amp;gt; hi&lt;br /&gt;
18:58:55&amp;lt;!Newton&amp;gt; pong&lt;br /&gt;
18:59:03&amp;lt; ck_&amp;gt; pong&lt;br /&gt;
18:59:38&amp;lt; Spell&amp;gt; .&lt;br /&gt;
19:00:01&amp;lt;!Mimmo_O&amp;gt; 1.) Make a more concrete concept for what tutorials we need and what the content should be&lt;br /&gt;
19:00:02&amp;lt; Ringwaul&amp;gt; :D&lt;br /&gt;
19:00:27&amp;lt;!Mimmo_O&amp;gt; how will we do this? gobby?&lt;br /&gt;
19:00:37&amp;lt;!Zapper&amp;gt; boo&lt;br /&gt;
19:00:46&amp;lt;!Newton&amp;gt; irc&lt;br /&gt;
19:00:50&amp;lt;!Newton&amp;gt; wait, mimmo&lt;br /&gt;
19:00:55&amp;lt;!Zapper&amp;gt; imo we need a tutorial for the melee weapons&lt;br /&gt;
19:01:06&amp;lt;!Mimmo_O&amp;gt; i think we need a tutorial for the basic controls&lt;br /&gt;
19:01:07&amp;lt;!Zapper&amp;gt; using a sword, shield, bat&lt;br /&gt;
19:01:11&amp;lt;!Zapper&amp;gt; right&lt;br /&gt;
19:01:11&amp;lt;!Newton&amp;gt; the stuff i mentioned was stuff that could be discussed later&lt;br /&gt;
19:01:21&amp;lt;!Newton&amp;gt; perhaps there are other topics that others want to discuss&lt;br /&gt;
19:01:27&amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
19:01:29&amp;lt;!Mimmo_O&amp;gt; KaiWolf&lt;br /&gt;
19:01:34&amp;lt;!Mimmo_O&amp;gt; you wanted to talk about two mice&lt;br /&gt;
19:01:46&amp;lt;!Mimmo_O&amp;gt; if he is there&lt;br /&gt;
19:02:05&amp;lt;!Mimmo_O&amp;gt; well&lt;br /&gt;
19:02:08&amp;lt;!Newton&amp;gt; *wanted to discuss at the team meeting&lt;br /&gt;
19:02:23&amp;lt; Ringwaul&amp;gt; We should also discuss secondary functions&lt;br /&gt;
19:02:38&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
19:02:55&amp;lt;!Mimmo_O&amp;gt; i think we need them.&lt;br /&gt;
19:03:02&amp;lt; Ringwaul&amp;gt; x)&lt;br /&gt;
19:03:19&amp;lt;!Newton&amp;gt; well, whats the issue and how do you think it should be solved?&lt;br /&gt;
19:03:37&amp;lt;!Zapper&amp;gt; The problem with the how-to-dig-out-earth is still unsolved, right?&lt;br /&gt;
19:03:46&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
19:03:56&amp;lt; Ringwaul&amp;gt; Currently, items which would benefit seriously from secondary functions are the shovel, and a magic casting item&lt;br /&gt;
19:04:01&amp;lt;!Newton&amp;gt; I think I mentioned the two solutions that were proposed a the OCM in the forum&lt;br /&gt;
19:04:05&amp;lt;!Zapper&amp;gt; mh&lt;br /&gt;
19:04:35&amp;lt; Ringwaul&amp;gt; For items like the musket or bow, it could be used to select projectile type quickly (like in hazard)&lt;br /&gt;
19:05:08&amp;lt;!Zapper&amp;gt; if you have an item on slot A, you should trigger the second functionality with holding A and hitting B, imo&lt;br /&gt;
19:05:23&amp;lt;!Mimmo_O&amp;gt; that sounds weird&lt;br /&gt;
19:05:25&amp;lt;!Zapper&amp;gt; You would dig with LMB and toggle digging out earth with right click&lt;br /&gt;
19:05:38&amp;lt; Ringwaul&amp;gt; That would work well for the shovel&lt;br /&gt;
19:05:45&amp;lt;!Newton&amp;gt; but do we need / should we support full ControlUseAlt* support for a secondary function? In words: Should this &amp;quot;secondary&amp;quot; function do the same calls as the first function? Or should it be perhaps just one button&lt;br /&gt;
19:06:25&amp;lt;!Newton&amp;gt; I fear if we offer that extensive interface, object developers will make use of it for every object imaginable&lt;br /&gt;
19:06:30&amp;lt;!Mimmo_O&amp;gt; i think we should use a fully seperate function&lt;br /&gt;
19:06:30-!- amki [~Helmi@euirc-dbae74ce.dip.t-dialin.net] has quit [Ping timeout]&lt;br /&gt;
19:06:35&amp;lt;!Newton&amp;gt; which is... really not the thing we should aim for actually&lt;br /&gt;
19:06:41&amp;lt; Ringwaul&amp;gt; I was thinking possibly ControlUse*(object, ix, iy, bool alt)&lt;br /&gt;
19:06:47&amp;lt;!Zapper&amp;gt; But making this a button and not a switch should be fine, imo&lt;br /&gt;
19:06:57&amp;lt;!Newton&amp;gt; Ringwaul: so the complete interface&lt;br /&gt;
19:07:02&amp;lt;!Zapper&amp;gt; (aka, only &amp;quot;AltUse&amp;quot; not &amp;quot;AltUseStart&amp;quot; and &amp;quot;AltUseStop&amp;quot;)&lt;br /&gt;
19:07:37&amp;lt;!Maikel&amp;gt; But what is the problem if conent developers will use it for every object imaginable, as long as we don&#039;t do that I see no problem therein&lt;br /&gt;
19:07:41&amp;lt; ck_&amp;gt; I don&#039;t think that the (theoretical) possibility that people might abuse this should prevent us from implementing a superior solution&lt;br /&gt;
19:07:41&amp;lt; Ringwaul&amp;gt; @Newton yep&lt;br /&gt;
19:08:41&amp;lt; Ringwaul&amp;gt; Also, as soon as we have a secondary use, that secondary use can be a menu which allows &amp;gt;2 functions&lt;br /&gt;
19:09:01&amp;lt;!Mimmo_O&amp;gt; mhh&lt;br /&gt;
19:09:16&amp;lt;!Newton&amp;gt; Zapper: the problem with holding A and hitting B is: it is not fit for a magic-chooser, not fit for switch arrows and for many other things. Only for dig-out-earth-chunks&lt;br /&gt;
19:09:43&amp;lt;!Zapper&amp;gt; it should be fine for switching arrows (while aiming of course)&lt;br /&gt;
19:09:47&amp;lt;!Zapper&amp;gt; true for the magic thing, though&lt;br /&gt;
19:10:03&amp;lt;!Zapper&amp;gt; Do we have one standard button left? Like ALT?&lt;br /&gt;
19:10:10&amp;lt;!Maikel&amp;gt; I prefer the general solution with the agreement to not overuse it inside core OC packs&lt;br /&gt;
19:10:16&amp;lt;!Mimmo_O&amp;gt; isnt ctrl free too?&lt;br /&gt;
19:10:16&amp;lt;!Newton&amp;gt; of course@alt&lt;br /&gt;
19:10:17&amp;lt;!Zapper&amp;gt; the obvious solution would be putting the second functionality on ALT+mousebutton&lt;br /&gt;
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19:10:25&amp;lt;!Newton&amp;gt; ctrl, alt, shift is all free for mouse buttons&lt;br /&gt;
19:10:30&amp;lt;!Zapper&amp;gt; shift is not :&amp;lt;&lt;br /&gt;
19:10:32&amp;lt;!Mimmo_O&amp;gt; shift is used&lt;br /&gt;
19:10:32&amp;lt; Ringwaul&amp;gt; Excellt :)&lt;br /&gt;
19:10:32&amp;lt;!Zapper&amp;gt; throw!&lt;br /&gt;
19:10:37&amp;lt;!Loriel&amp;gt; Clearly switching arrows should be done by activating the primary control for the arrow&lt;br /&gt;
19:11:05&amp;lt;!Sven2&amp;gt; re&lt;br /&gt;
19:11:05&amp;lt; Ringwaul&amp;gt; Well, you cannot activate an arrow when it is inside the bow&lt;br /&gt;
19:11:09&amp;lt;!Newton&amp;gt; activating primary control for the arrow?&lt;br /&gt;
19:11:11&amp;lt;!Zapper&amp;gt; Loriel, the arrow is probably in your backpack&lt;br /&gt;
19:11:14&amp;lt;!Newton&amp;gt; oh, right&lt;br /&gt;
19:11:32&amp;lt;!Loriel&amp;gt; It seems reasonable that you cannot shoot arrows directly from the backpack&lt;br /&gt;
19:11:54&amp;lt;!Loriel&amp;gt; Ringwaul: if it is inside the bow, i want to switch away from it, not to it!&lt;br /&gt;
19:12:04&amp;lt;!Zapper&amp;gt; you would have to swap slot B with the arrows, put the arrows in the bow and swap slot B with the old item again&lt;br /&gt;
19:12:04&amp;lt;!Zapper&amp;gt; sounds annoying&lt;br /&gt;
19:12:11&amp;lt;!Newton&amp;gt; but it is reasonable enough that you exchange the quiver you &amp;quot;selected&amp;quot; with a quiver that was before in your backpack&lt;br /&gt;
19:12:14&amp;lt; Ringwaul&amp;gt; @Loriel good point&lt;br /&gt;
19:13:08&amp;lt; Ringwaul&amp;gt; However, since the arrows are normally in your backpack you must drag them into secondary slot and then use them&lt;br /&gt;
19:13:23&amp;lt; Ringwaul&amp;gt; swapping out your shovel or something&lt;br /&gt;
19:13:28&amp;lt;!Loriel&amp;gt; You tend to have both hands free for the purposes of regular archery anyway :&amp;gt;&lt;br /&gt;
19:13:28&amp;lt; Ringwaul&amp;gt; That is not very quick at all&lt;br /&gt;
19:13:37&amp;lt;!Newton&amp;gt; plus, the &amp;quot;backpack&amp;quot; should be seen more as the clonks &amp;quot;inventory&amp;quot; as in &amp;quot;the clonk has it somewhere&amp;quot; than a real backpack with all the downsides it comes&lt;br /&gt;
19:13:49&amp;lt;!Newton&amp;gt; so it could be that the clonk just put all arrows inside that one quiver&lt;br /&gt;
19:13:58&amp;lt;!Loriel&amp;gt; I see&lt;br /&gt;
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19:15:03&amp;lt;!Newton&amp;gt; the &amp;quot;backpack&amp;quot; is - gameplaywise - just a way to order the items you got&lt;br /&gt;
19:15:17&amp;lt;!Newton&amp;gt; thats why the contents of the backpack should actually be displayed in the hud too&lt;br /&gt;
19:15:20-!- Luchs is now known as Luchs^away&lt;br /&gt;
19:15:22&amp;lt;!Maikel&amp;gt; We might also want to generate some user feedback on the controls after the first release&lt;br /&gt;
19:15:23&amp;lt; Ringwaul&amp;gt; I think I would favour the usage of alt+click for secondary use, as suggested&lt;br /&gt;
19:15:25&amp;lt;!Newton&amp;gt; when i (or someone else) gets to it&lt;br /&gt;
19:15:47&amp;lt;!Loriel&amp;gt; How about, when trying to swap the arrows from the backpack with the bow, you instead swap the arrows with the bow&#039;s contents?&lt;br /&gt;
19:16:26&amp;lt;!Newton&amp;gt; what?&lt;br /&gt;
19:16:34&amp;lt;!Zapper&amp;gt; Loriel, I dont find that very consistent :&amp;lt;&lt;br /&gt;
19:16:35&amp;lt;!Newton&amp;gt; ah&lt;br /&gt;
19:16:44&amp;lt;!Loriel&amp;gt; I guess it is not&lt;br /&gt;
19:16:46&amp;lt;!Newton&amp;gt; huh, that wouldnt be very consistent&lt;br /&gt;
19:16:47&amp;lt; Ringwaul&amp;gt; hmm&lt;br /&gt;
19:17:24&amp;lt;!Newton&amp;gt; so at this point of discussion, i see two possible ways to implement this&lt;br /&gt;
19:18:14&amp;lt;!Newton&amp;gt; 1. One button that calls just Activate() or something on press&lt;br /&gt;
19:18:52&amp;lt;!Newton&amp;gt; 2. Modificator+Mouse button works like without modificator only that it calls ControlUseAlt*&lt;br /&gt;
19:19:12&amp;lt;!Newton&amp;gt; for two, we got at least this problem:&lt;br /&gt;
19:19:27&amp;lt;!Newton&amp;gt; what happens if you press secondary use while using primary use?&lt;br /&gt;
19:19:43&amp;lt;!Mimmo_O&amp;gt; ControlUseAbort()&lt;br /&gt;
19:19:47&amp;lt;!Loriel&amp;gt; Presumably, ControlUseAlt gets called and the script can decide what to do about it?&lt;br /&gt;
19:19:49&amp;lt;!Mimmo_O&amp;gt; and afer that ControlUseAlt()&lt;br /&gt;
19:19:53&amp;lt; Ringwaul&amp;gt; on both functions&lt;br /&gt;
19:20:02&amp;lt; Ringwaul&amp;gt; Ah, I see&lt;br /&gt;
19:20:03&amp;lt;!Newton&amp;gt; it could get both quite complex in the implementation and also in the usage of the interface if two uses at the same time are possible&lt;br /&gt;
19:20:17&amp;lt;!Loriel&amp;gt; I think the script should be able to decide whether to abort or whether to do something else&lt;br /&gt;
19:20:46&amp;lt;!Zapper&amp;gt; Newton, well, two are needed&lt;br /&gt;
19:21:04&amp;lt;!Zapper&amp;gt; (shovel)&lt;br /&gt;
19:21:05&amp;lt;!Newton&amp;gt; for earth chunks&lt;br /&gt;
19:21:15&amp;lt;!Newton&amp;gt; yes, that&#039;s why I find number one better&lt;br /&gt;
19:21:25&amp;lt;!Zapper&amp;gt; gotta go now, bye&lt;br /&gt;
19:21:25&amp;lt;!Zapper&amp;gt; i like 2&lt;br /&gt;
19:21:26&amp;lt;!Zapper&amp;gt; bye!&lt;br /&gt;
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19:21:38&amp;lt;!Newton&amp;gt; because none of the objects which we used as an example for why we need this interface only need option one&lt;br /&gt;
19:21:51&amp;lt;!Newton&amp;gt; but here is the second problem I see with option 2&lt;br /&gt;
19:22:02&amp;lt;!Newton&amp;gt; its just one of consistensy though&lt;br /&gt;
19:22:34&amp;lt;!Newton&amp;gt; ControlUseAlt*() would be called for items on Mod+LMB&lt;br /&gt;
19:22:38&amp;lt;!Loriel&amp;gt; I am not sure whether I am following anymore&lt;br /&gt;
19:22:52&amp;lt;!Newton&amp;gt; while for vehicles, horses and structures, it is called via RMB&lt;br /&gt;
19:23:04&amp;lt;!Mimmo_O&amp;gt; okay&lt;br /&gt;
19:23:11&amp;lt;!Mimmo_O&amp;gt; ive got tto got about 20 minutes or so&lt;br /&gt;
19:23:17&amp;lt;!Newton&amp;gt; Loriel: Where did I loose you?&lt;br /&gt;
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19:23:42&amp;lt;!Loriel&amp;gt; How do we do the digging out chunks of earth thing in option 1. again?&lt;br /&gt;
19:24:00&amp;lt;!Loriel&amp;gt; Is the One Button in question some entirely new button?&lt;br /&gt;
19:24:18&amp;lt;!Newton&amp;gt; if Activate is called the first time, digging out chunks is activated. If it is pressed a second time, it is deactivated&lt;br /&gt;
19:24:32&amp;lt; Ringwaul&amp;gt; a toggle key?&lt;br /&gt;
19:24:35&amp;lt;!Loriel&amp;gt; How does that solve arrows, then? :(&lt;br /&gt;
19:24:49&amp;lt;!Loriel&amp;gt; Is it just going to rotate the arrows while already aiming?&lt;br /&gt;
19:24:50&amp;lt;!Newton&amp;gt; Ringwaul: yes&lt;br /&gt;
19:25:09&amp;lt;!Newton&amp;gt; Loriel: it could be Alt@entirely new button&lt;br /&gt;
19:25:21&amp;lt;!Loriel&amp;gt; Using Alt as a button and not a modifier then?&lt;br /&gt;
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19:25:29&amp;lt; Ringwaul&amp;gt; I think that could frustrate players when they are trying to shoot their magic spell and repeatedly opening the menu&lt;br /&gt;
19:25:50&amp;lt; Ringwaul&amp;gt; Because they panicked and forgot to deactivate the toggle&lt;br /&gt;
19:26:02&amp;lt;!Newton&amp;gt; Loriel: one activate opens a ringmenu with your arrow types, you select one@arrows&lt;br /&gt;
19:26:31&amp;lt;!Newton&amp;gt; Ringwaul: what?&lt;br /&gt;
19:26:38&amp;lt; Ringwaul&amp;gt; Oh&lt;br /&gt;
19:26:44&amp;lt;!Newton&amp;gt; its not toggle, its jsut called on every release of the button&lt;br /&gt;
19:26:54&amp;lt;!Newton&amp;gt; or say, press&lt;br /&gt;
19:27:02&amp;lt; Ringwaul&amp;gt; So it only toggles if it has been scripted ti&lt;br /&gt;
19:27:03&amp;lt; Ringwaul&amp;gt; to*&lt;br /&gt;
19:27:22&amp;lt;!Maikel&amp;gt; Why are vehicles always controlled with RMB?&lt;br /&gt;
19:27:24&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
19:27:28&amp;lt; Ringwaul&amp;gt; so, for a magic book it would simply open the menu&lt;br /&gt;
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19:27:55&amp;lt;!Newton&amp;gt; Maikel: On vehicles - LMB = ControlUse*(), RMB = ControlUseAlt*()&lt;br /&gt;
19:28:13&amp;lt;!Maikel&amp;gt; So they already have secondary use&lt;br /&gt;
19:28:23&amp;lt; Ringwaul&amp;gt; But wouldn&#039;t a single activate button only affect on of the held items?&lt;br /&gt;
19:28:32&amp;lt; Ringwaul&amp;gt; one of the held items*&lt;br /&gt;
19:29:11&amp;lt; ck_&amp;gt; For arrow selection something like opening the ring menu with button press, then move the mouse to an item and select the arrow type by releasing the button might be nice&lt;br /&gt;
19:29:19&amp;lt; ck_&amp;gt; which probably wouldn&#039;t be possible with a single activate button?&lt;br /&gt;
19:29:47&amp;lt;!Newton&amp;gt; yes, that wouldnt be possible&lt;br /&gt;
19:29:53&amp;lt;!Newton&amp;gt; but the ringmenu doesnt work like this anyway&lt;br /&gt;
19:30:18&amp;lt;!Newton&amp;gt; if a ringmenu is open, all the mouse controls are redirected to the menu anyway. So the player can select via click&lt;br /&gt;
19:30:52&amp;lt; ck_&amp;gt; we should make the ringmenu fit to the controls we want to have, not the other way around.&lt;br /&gt;
19:31:11&amp;lt;!Newton&amp;gt; what do you mean?&lt;br /&gt;
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19:31:28&amp;lt;!Newton&amp;gt; when you open a engine-menu via CreateMenu, the menu created also gets the mouse controls&lt;br /&gt;
19:31:30&amp;lt; ck_&amp;gt; That &amp;quot;the ringmenu doesn&#039;t work like this&amp;quot; is not a good argument&lt;br /&gt;
19:31:32&amp;lt;!Newton&amp;gt; thats what i mean&lt;br /&gt;
19:32:26&amp;lt;!Newton&amp;gt; you don&#039;t select items in the menu created with CreateMenu with the button with which you zufälligerweise created the menu&lt;br /&gt;
19:32:37&amp;lt;!Newton&amp;gt; but with the mouse or with the [OK] button&lt;br /&gt;
19:32:58&amp;lt;!Newton&amp;gt; so err, are we talking about the same thing&lt;br /&gt;
19:33:00&amp;lt;!Newton&amp;gt; +?&lt;br /&gt;
19:33:01&amp;lt; ck_&amp;gt; I was talking about the ring menu, not CreateMenu&lt;br /&gt;
19:33:13&amp;lt;!Newton&amp;gt; the ring menu will work like a menu&lt;br /&gt;
19:33:16&amp;lt;!Newton&amp;gt; even like a modal menu&lt;br /&gt;
19:33:23&amp;lt;!Newton&amp;gt; it already does, actually&lt;br /&gt;
19:33:29&amp;lt; ck_&amp;gt; that&#039;s OK.&lt;br /&gt;
19:33:56&amp;lt; ck_&amp;gt; I don&#039;t get your point though :)&lt;br /&gt;
19:34:17&amp;lt; Ringwaul&amp;gt; I believe ck means that you could select a menu item in the ring simply by holding down the menu button, mousing over it, then letting go&lt;br /&gt;
19:34:25&amp;lt;!Newton&amp;gt; yeh, I get your point now&lt;br /&gt;
19:35:00&amp;lt; ck_&amp;gt; oh, sorry if that wasn&#039;t clear.&lt;br /&gt;
19:36:02&amp;lt; Ringwaul&amp;gt; So, to the centre of this discussion&lt;br /&gt;
19:36:14&amp;lt; ck_&amp;gt; I only wanted to show a usecase for which just an activation button might not be enough&lt;br /&gt;
19:36:38&amp;lt; Ringwaul&amp;gt; Correct me if I am wrong, but wouldn&#039;t option 1 be limited to only the first held object?&lt;br /&gt;
19:37:00&amp;lt;!Newton&amp;gt; oh yeah, right&lt;br /&gt;
19:37:03&amp;lt;!Newton&amp;gt; didn&#039;t think of that&lt;br /&gt;
19:37:37&amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
19:38:00&amp;lt;!Newton&amp;gt; okay, back to option two&lt;br /&gt;
19:38:14&amp;lt;!Newton&amp;gt; lets say I press down Alt+LMB&lt;br /&gt;
19:38:30&amp;lt;!Newton&amp;gt; then i get the callback ControlUseAltStart&lt;br /&gt;
19:38:59&amp;lt;!Newton&amp;gt; if I release Alt, will I get ControlUseHolding callbacks then?&lt;br /&gt;
19:39:23&amp;lt; Ringwaul&amp;gt; hmm&lt;br /&gt;
19:39:41&amp;lt;!Newton&amp;gt; I mean, since both ControlUse and ControlUseAlt use the same main button for holding down, the actually can&#039;t be used in a completely random way together and not-together&lt;br /&gt;
19:40:04&amp;lt;!Maikel&amp;gt; Yes that would make sense for the shovel, holding the mousebutton and toggling chunks with Alt&lt;br /&gt;
19:40:14&amp;lt;!Newton&amp;gt; (plus, I want to note that I don&#039;t really like the solution to add another mod+mouse button to the controls)&lt;br /&gt;
19:41:03&amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
19:41:07&amp;lt;!Newton&amp;gt; well it could be like this&lt;br /&gt;
19:41:18&amp;lt;!Newton&amp;gt; like Ringwaul proposed&lt;br /&gt;
19:41:51&amp;lt;!Newton&amp;gt; the ControlUse* callbacks are all normally executed, only if the ALT button is pressed or not at the very moment is given as a parameter&lt;br /&gt;
19:42:31&amp;lt; ck_&amp;gt; so if I press a mouse button and press alter later I do get another ControlUseStart?&lt;br /&gt;
19:42:38&amp;lt; ck_&amp;gt; -alter+alt&lt;br /&gt;
19:42:38&amp;lt;!Newton&amp;gt; so if the alt button is pressed at the start, one can do different things (either launch a menu or start aiming)&lt;br /&gt;
19:42:52&amp;lt;!Newton&amp;gt; and if the alt is pressed later during aim, nothing could be done&lt;br /&gt;
19:43:09&amp;lt;!Newton&amp;gt; for shovels, earth chunks are just only digged out during alt down&lt;br /&gt;
19:43:12&amp;lt; ck_&amp;gt; how do I differentiante whether it&#039;s pressed at the start or later?&lt;br /&gt;
19:43:40&amp;lt;!Newton&amp;gt; we have different calls&lt;br /&gt;
19:43:45&amp;lt;!Newton&amp;gt; ControlUseStart&lt;br /&gt;
19:43:47&amp;lt;!Newton&amp;gt; ControlUse&lt;br /&gt;
19:43:48&amp;lt; ck_&amp;gt; hm, so if alt is pressed before mouse click there is only one ControlUseStart call?&lt;br /&gt;
19:43:52&amp;lt; ck_&amp;gt; Otherwise two?&lt;br /&gt;
19:43:55&amp;lt;!Newton&amp;gt; ControlUseHolding and ControlUseStop&lt;br /&gt;
19:44:08&amp;lt; Ringwaul&amp;gt; Hm?&lt;br /&gt;
19:44:11&amp;lt; Ringwaul&amp;gt; @ck&lt;br /&gt;
19:44:19&amp;lt;!Newton&amp;gt; I can&#039;t follow you either&lt;br /&gt;
19:44:28&amp;lt;!Newton&amp;gt; do you know how the interface looks now?&lt;br /&gt;
19:44:41&amp;lt; Ringwaul&amp;gt; Oh, I see what you mean&lt;br /&gt;
19:44:43&amp;lt; ck_&amp;gt; either with alt=true or with alt=false and then again with alt=true&lt;br /&gt;
19:45:11&amp;lt;!Newton&amp;gt; ?&lt;br /&gt;
19:45:13&amp;lt;!Maikel&amp;gt; You could also pass alt as a fourth parameter to all ControlUse functions&lt;br /&gt;
19:45:15&amp;lt; Ringwaul&amp;gt; Well, in every ControlUse*() function, there would be an alt parameter&lt;br /&gt;
19:45:32&amp;lt;!Newton&amp;gt; Maikel, Ringwaul: Thats what I mean&lt;br /&gt;
19:45:56&amp;lt; Ringwaul&amp;gt; So if the clonk hits alt during control use holding, the clonk will dig out earth chunks&lt;br /&gt;
19:46:03&amp;lt; ck_&amp;gt; when exactly will ControlUseStart be called? When clicking the mouse button or when clicking alt or both?&lt;br /&gt;
19:46:09&amp;lt; Ringwaul&amp;gt; not start another controlusestart&lt;br /&gt;
19:46:25&amp;lt;!Newton&amp;gt; ah, you mean that&lt;br /&gt;
19:46:37&amp;lt;!Newton&amp;gt; when the mouse button is clicked&lt;br /&gt;
19:47:01&amp;lt; ck_&amp;gt; What if alt is pressed after the mouse button was clicked (but before it&#039;s released?)&lt;br /&gt;
19:47:10&amp;lt;!Maikel&amp;gt; it will be called once, if you have press alt, bool alt == true will be passed as a parameter&lt;br /&gt;
19:47:17&amp;lt; Ringwaul&amp;gt; then alt gets passed to controluseholding&lt;br /&gt;
19:47:54&amp;lt; ck_&amp;gt; OK&lt;br /&gt;
19:48:11&amp;lt; Ringwaul&amp;gt; However, I see some complications with this&lt;br /&gt;
19:48:13&amp;lt;!Newton&amp;gt; except ControlUseHolding will never be called&lt;br /&gt;
19:48:22&amp;lt;!Newton&amp;gt; because HoldingEnabled is off&lt;br /&gt;
19:48:35&amp;lt; Ringwaul&amp;gt; heh&lt;br /&gt;
19:48:39&amp;lt;!Newton&amp;gt; but then it is obviously not needed&lt;br /&gt;
19:48:46&amp;lt; ck_&amp;gt; Yeah, that&#039;s okay I think&lt;br /&gt;
19:49:18&amp;lt; ck_&amp;gt; it makes it a bit inconvenient to use alt as a toggle but maybe that&#039;s OJK&lt;br /&gt;
19:49:20&amp;lt; Ringwaul&amp;gt; What if the player hits alt, mouseclick, releases alt, then releases mouse click&lt;br /&gt;
19:49:20&amp;lt; ck_&amp;gt; -J&lt;br /&gt;
19:49:37&amp;lt;!Maikel&amp;gt; ctrl is still free&lt;br /&gt;
19:49:46&amp;lt; Ringwaul&amp;gt; That would pass alt to controlusestart, but not controlusestop&lt;br /&gt;
19:49:56&amp;lt; ck_&amp;gt; Ringwaul: Anything wrong with that?&lt;br /&gt;
19:50:14&amp;lt;!CoN^Uni&amp;gt; uah&lt;br /&gt;
19:50:29&amp;lt; Ringwaul&amp;gt; For instance, opening the menu and firing spell accidentally&lt;br /&gt;
19:50:40&amp;lt; Ringwaul&amp;gt; because the stop was not &#039;alt&#039;&lt;br /&gt;
19:50:43&amp;lt;!Newton&amp;gt; Clonkonaut ist erwacht&lt;br /&gt;
19:51:22&amp;lt; ck_&amp;gt; Ringwaul: If the magic selector doesn&#039;t want that behaviour it can remember the alt state during ControlUseStart&lt;br /&gt;
19:51:35&amp;lt; Ringwaul&amp;gt; Oh!&lt;br /&gt;
19:51:35&amp;lt; Ringwaul&amp;gt; Indeed&lt;br /&gt;
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19:52:47&amp;lt;!Newton&amp;gt; OK I am writing it down like this&lt;br /&gt;
19:53:05&amp;lt;!Newton&amp;gt; next topic&lt;br /&gt;
19:53:07&amp;lt;!Mimmo_O&amp;gt; re&lt;br /&gt;
19:53:56&amp;lt;!Mimmo_O&amp;gt; what happened? did you finish secondary use? have you finished another topic already?&lt;br /&gt;
19:54:05&amp;lt;!Newton&amp;gt; &amp;lt;Mimmo_O&amp;gt; 1.) Make a more concrete concept for what tutorials we need and what the content should be&lt;br /&gt;
19:54:11&amp;lt; Ringwaul&amp;gt; we just finished discussing secondary use&lt;br /&gt;
19:54:27&amp;lt;!Mimmo_O&amp;gt; i got a good idea about the tutorials&lt;br /&gt;
19:54:44&amp;lt;!Mimmo_O&amp;gt; so you have only one scenario, and in the beginning, there is a menu in which you can choose your lesson&lt;br /&gt;
19:55:04&amp;lt; ck_&amp;gt; how is that different from many scenarios?&lt;br /&gt;
19:55:08&amp;lt;!Newton&amp;gt; with landscapesections and all I suppose?&lt;br /&gt;
19:55:17&amp;lt;!Mimmo_O&amp;gt; could be an option&lt;br /&gt;
19:55:28&amp;lt;!Mimmo_O&amp;gt; ck_: you only have to load once&lt;br /&gt;
19:55:29&amp;lt; Ringwaul&amp;gt; That could be quite handy&lt;br /&gt;
19:55:46&amp;lt;!Newton&amp;gt; I see no other option if you want to put it into one scenario&lt;br /&gt;
19:55:54&amp;lt;!Newton&amp;gt; but I don&#039;t see a reason for it&lt;br /&gt;
19:56:11&amp;lt;!Mimmo_O&amp;gt; as said, its just an idea&lt;br /&gt;
19:56:49&amp;lt;!Newton&amp;gt; ok, noted&lt;br /&gt;
19:57:06&amp;lt;!Newton&amp;gt; well, I will give a quick introduction into that topic&lt;br /&gt;
19:57:08&amp;lt; Ringwaul&amp;gt; I think the progressive tutorial that lead you through it was good&lt;br /&gt;
19:58:02&amp;lt;!Sven2&amp;gt; Mimmo: Why?&lt;br /&gt;
19:58:11&amp;lt;!Sven2&amp;gt; That&#039;s a lot more difficult than just having several scenarios&lt;br /&gt;
19:58:46&amp;lt;!Maikel&amp;gt; Furthermore we have the option to directly go to the next scenario after completing one, right?&lt;br /&gt;
19:58:47&amp;lt;!Mimmo_O&amp;gt; why is it? after youve finished the lesson, you just choose the next lesson or another lesson you like to play&lt;br /&gt;
19:58:56&amp;lt;!Sven2&amp;gt; Yes, we do&lt;br /&gt;
19:58:59&amp;lt;!Mimmo_O&amp;gt; oh&lt;br /&gt;
19:59:01&amp;lt;!Mimmo_O&amp;gt; if we have that&lt;br /&gt;
19:59:07&amp;lt;!Mimmo_O&amp;gt; than we could of course use that.&lt;br /&gt;
19:59:08&amp;lt;!Newton&amp;gt; I imagine that there is one starting tutorial which explains the basics of (open)clonk in controls. Moving, jumping, climbing, hangling, throwing (rocks)  plus crew selection&lt;br /&gt;
19:59:14&amp;lt; Ringwaul&amp;gt; A newbie will be confused as to what lessons he should do or has already done&lt;br /&gt;
19:59:29&amp;lt;!Sven2&amp;gt; Well, the &amp;quot;continue game&amp;quot; button can be transformed into a &amp;quot;next mission&amp;quot; button&lt;br /&gt;
19:59:34&amp;lt;!Sven2&amp;gt; Which I believe was done for the CR tutorials&lt;br /&gt;
19:59:47&amp;lt;!Newton&amp;gt; perhaps still in the same tutorial or the next one, the basic use and the backpack is explained&lt;br /&gt;
19:59:50&amp;lt; Ringwaul&amp;gt; And will probably want to play the &amp;quot;Kill that with a gun&amp;quot; tutorial before basic controls&lt;br /&gt;
20:00:06&amp;lt;!Newton&amp;gt; and after that tutorial, the different frequently used tools and weapons are explained each&lt;br /&gt;
20:00:08&amp;lt;!CoN^Uni&amp;gt; 19:53:07 &amp;lt;!Newton&amp;gt; Clonkonaut ist erwacht &amp;lt;- not really ;)&lt;br /&gt;
20:00:12&amp;lt;!Newton&amp;gt; e.g. the Targets scenario would be one&lt;br /&gt;
20:00:17&amp;lt;!Mimmo_O&amp;gt; i think we should also make the later lessons like single scenarios&lt;br /&gt;
20:00:20&amp;lt;!Mimmo_O&amp;gt; with some hints&lt;br /&gt;
20:00:28&amp;lt;!Newton&amp;gt; Clonkonaut: you seemed like it@uah&lt;br /&gt;
20:00:41&amp;lt;!Mimmo_O&amp;gt; for example you need to build a windmill because of that reason blabla&lt;br /&gt;
20:00:50&amp;lt; Ringwaul&amp;gt; Hmm&lt;br /&gt;
20:01:05&amp;lt; Ringwaul&amp;gt; I think all aspects of the game shouldn&#039;t be explained in the tutorial&lt;br /&gt;
20:01:38&amp;lt; Ringwaul&amp;gt; Otherwise there is no discovery when they start the game after the tutorial&lt;br /&gt;
20:01:51&amp;lt; Ringwaul&amp;gt; For instance, we could cover the bow, but not the musket&lt;br /&gt;
20:02:00&amp;lt;!Newton&amp;gt; I think its a good idea to blend the tutorials slowly into the game&lt;br /&gt;
20:02:27&amp;lt; Ringwaul&amp;gt; Indeed&lt;br /&gt;
20:03:15&amp;lt;!Newton&amp;gt; -the game + mission-like scenarios&lt;br /&gt;
20:03:43&amp;lt; KaiWolf&amp;gt; Mimmo_= im here now :&amp;gt;&lt;br /&gt;
20:03:52&amp;lt;!Newton&amp;gt; so, lets get to the concepting&lt;br /&gt;
20:03:59&amp;lt;!Newton&amp;gt; the concrete one&lt;br /&gt;
20:04:13&amp;lt; KaiWolf&amp;gt; Mimmo_o&lt;br /&gt;
20:04:20&amp;lt; KaiWolf&amp;gt; blahh Mimmo_O&lt;br /&gt;
20:04:24&amp;lt;!Newton&amp;gt; which tutorial scenarios do we want to have in the release and what will be done in there&lt;br /&gt;
20:05:05&amp;lt; KaiWolf&amp;gt; i think a tutorial for the Jar OfWinds would be good.&lt;br /&gt;
20:05:11&amp;lt; Ringwaul&amp;gt; A movement tutorial which forces the player to walk, scale, hangle, jump&lt;br /&gt;
20:05:20&amp;lt;!Newton&amp;gt; as Sven2 already started to do/sketch the first tutorial scenario, I think he should share how he imagines it&lt;br /&gt;
20:05:24&amp;lt;!Newton&amp;gt; Sven?&lt;br /&gt;
20:05:29&amp;lt;!Newton&amp;gt; blahh Sven&lt;br /&gt;
20:05:38&amp;lt;!Sven2&amp;gt; Actually, I think you shouldn&#039;t divide it too much&lt;br /&gt;
20:05:44&amp;lt;!Sven2&amp;gt; Movement can be explained in one message&lt;br /&gt;
20:05:45&amp;lt;!Sven2&amp;gt; It&#039;s on WASD&lt;br /&gt;
20:05:50&amp;lt; Ringwaul&amp;gt; haha&lt;br /&gt;
20:06:06&amp;lt; KaiWolf&amp;gt; &amp;quot;you must put your fingers on WASD&amp;quot; &amp;lt;--- oO&lt;br /&gt;
20:06:09&amp;lt;!Newton&amp;gt; well, stuff like breath, that clonks can hangle and climb...&lt;br /&gt;
20:06:13&amp;lt;!Maikel&amp;gt; what is S for? :P&lt;br /&gt;
20:06:14&amp;lt;!Sven2&amp;gt; Well, yes&lt;br /&gt;
20:06:20&amp;lt;!Newton&amp;gt; I mean, it is self-explanatory&lt;br /&gt;
20:06:23&amp;lt; Ringwaul&amp;gt; scaling down&lt;br /&gt;
20:06:23&amp;lt;!Sven2&amp;gt; If you remember that old &amp;quot;Skyrace&amp;quot; scenario&lt;br /&gt;
20:06:24&amp;lt;!Newton&amp;gt; so have a little parkour&lt;br /&gt;
20:06:26&amp;lt; KaiWolf&amp;gt; Yes.&lt;br /&gt;
20:06:29&amp;lt;!Sven2&amp;gt; Kind of a similar landscape can be used&lt;br /&gt;
20:06:41&amp;lt;!Sven2&amp;gt; First you walk, then you need to scale a bit, then go through water, then hangle...&lt;br /&gt;
20:06:47&amp;lt;!CoN^Uni&amp;gt; 20:02:52 &amp;lt;!Newton&amp;gt; Clonkonaut: you seemed like it@uah &amp;lt;- im stuck in a dice game&lt;br /&gt;
20:07:01&amp;lt;!Newton&amp;gt; Clonkonaut: ?&lt;br /&gt;
20:07:06&amp;lt;!Sven2&amp;gt; It doesn&#039;t need much explanation. Once you reach stuff like water, a message can appear telling you to go ahead&lt;br /&gt;
20:07:25&amp;lt;!Newton&amp;gt; sky islands seem a bit challenging to me&lt;br /&gt;
20:07:36&amp;lt;!Sven2&amp;gt; Was just an example for the landscape&lt;br /&gt;
20:07:41&amp;lt;!Sven2&amp;gt; Of course it should be idiot proof&lt;br /&gt;
20:07:44&amp;lt; Ringwaul&amp;gt; For the first tutorial, the player should feel safe&lt;br /&gt;
20:07:55&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff0000&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:07:55&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff1100&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:07:55&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff2200&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:07:55&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff3300&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:07:55&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff4400&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:07:57&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff3300&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:07:58&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff5500&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:08:00&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ff6600&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:08:02&amp;lt; Ringwaul&amp;gt; so he&#039;s not going to tumble off an edge trying to first his jumping&lt;br /&gt;
20:08:02&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ffaa00&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:08:04&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ffbb00&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:08:05&amp;lt; Ringwaul&amp;gt; flood&lt;br /&gt;
20:08:06&amp;lt; KaiWolf&amp;gt; &amp;quot;&amp;lt;c ffcc00&amp;gt;Gold! &amp;gt;:D&lt;br /&gt;
20:08:08&amp;lt; KaiWolf&amp;gt; fuck&lt;br /&gt;
20:08:10&amp;lt; KaiWolf&amp;gt; sry&lt;br /&gt;
20:08:11-!- KaiWolf was kicked from #openclonk-dev by Newton [Newton]&lt;br /&gt;
20:08:11&amp;lt;!Sven2&amp;gt; Gold!&lt;br /&gt;
20:08:27&amp;lt;!Newton&amp;gt; oh, he already stopped&lt;br /&gt;
20:08:32&amp;lt;!Newton&amp;gt; wtf did he do&lt;br /&gt;
20:08:34&amp;lt;!Newton&amp;gt; anyway&lt;br /&gt;
20:08:37&amp;lt;!Sven2&amp;gt; Should have used Gold! &amp;gt;:D as a kick message :P&lt;br /&gt;
20:09:14&amp;lt;!Sven2&amp;gt; Ringwaul: I don&#039;t think most players are that bad. It&#039;s much like a JnR after all&lt;br /&gt;
20:09:17&amp;lt;!Newton&amp;gt; in whatever situation would he btw have to throw something?&lt;br /&gt;
20:09:26&amp;lt;!Newton&amp;gt; without a message telling him to do so&lt;br /&gt;
20:09:28&amp;lt;!Sven2&amp;gt; So, I don&#039;t think it should be too tedious&lt;br /&gt;
20:09:57&amp;lt;!Newton&amp;gt; ah, firestones...@throw&lt;br /&gt;
20:10:01&amp;lt;!Maikel&amp;gt; I would also introduce the concept of digging and throwing flints in the first toturial&lt;br /&gt;
20:10:14&amp;lt;!Sven2&amp;gt; Yes, that fits quite nicely&lt;br /&gt;
20:10:22&amp;lt;!Newton&amp;gt; Is the message box working (again) btw?&lt;br /&gt;
20:10:29&amp;lt;!Sven2&amp;gt; I think I fixed it&lt;br /&gt;
20:10:38&amp;lt;!Sven2&amp;gt; I still have that tutorial stub...&lt;br /&gt;
20:11:01-!- KaiWolf [~Secret@euirc-84fc40b1.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
20:11:05&amp;lt; Ringwaul&amp;gt; Also, loam should be covered quite early on too&lt;br /&gt;
20:11:07&amp;lt; KaiWolf&amp;gt; Sorry, again.&lt;br /&gt;
20:11:07&amp;lt;!Sven2&amp;gt; Yes, it works&lt;br /&gt;
20:11:59&amp;lt;!Newton&amp;gt; cool&lt;br /&gt;
20:12:03&amp;lt;!Newton&amp;gt; KaiWolf: np&lt;br /&gt;
20:12:09&amp;lt; KaiWolf&amp;gt; :)&lt;br /&gt;
20:12:27&amp;lt;!Newton&amp;gt; so what else should be covered in the first tutorial&lt;br /&gt;
20:12:38&amp;lt;!Sven2&amp;gt; Should be enough imo&lt;br /&gt;
20:12:39&amp;lt;!Newton&amp;gt; digging and loam bridges too already?&lt;br /&gt;
20:12:44&amp;lt; Ringwaul&amp;gt; I think not too much should be compacted into one&lt;br /&gt;
20:12:50&amp;lt;!Sven2&amp;gt; Movement, Shovel, Loam, Flints&lt;br /&gt;
20:12:59&amp;lt; Ringwaul&amp;gt; otherwise if the player screws up, he doesn&#039;t want to repeat too much&lt;br /&gt;
20:13:01&amp;lt; KaiWolf&amp;gt; What&#039;s about &amp;quot;Q&amp;quot;?&lt;br /&gt;
20:13:14&amp;lt;!Newton&amp;gt; backpack - no, don&#039;t think so&lt;br /&gt;
20:13:14&amp;lt;!Sven2&amp;gt; IT shouldnt be possible to screw up the first tutorial&lt;br /&gt;
20:13:22&amp;lt; Ringwaul&amp;gt; hahaha&lt;br /&gt;
20:13:26-!- Luchs^away is now known as Luchs&lt;br /&gt;
20:13:29&amp;lt;!Newton&amp;gt; then, are you sure about the loam?&lt;br /&gt;
20:13:32&amp;lt;!Sven2&amp;gt; There can be respawn points in case you kill yourself with the flints&lt;br /&gt;
20:13:46&amp;lt;!Sven2&amp;gt; Well, Loam and Flints just respawn&lt;br /&gt;
20:13:54&amp;lt;!Sven2&amp;gt; Make the shovel so it cannot be thrown&lt;br /&gt;
20:13:57&amp;lt; Ringwaul&amp;gt; Also, newbs will probably waste 3-5 pieces of loam before they realize they have to hold the button&lt;br /&gt;
20:14:15&amp;lt;!Sven2&amp;gt; Have a relaunch point in case the player kills himself&lt;br /&gt;
20:14:24&amp;lt;!Sven2&amp;gt; Like, you have to bridge a lava lake and the player falls into it&lt;br /&gt;
20:14:38-!- Spell [~spellor@euirc-fc083074.dip0.t-ipconnect.de] has quit [Client exited]&lt;br /&gt;
20:14:47&amp;lt; Ringwaul&amp;gt; Loam should probably lose Con value instead of disapearing on controlusestop&lt;br /&gt;
20:15:06&amp;lt;!Sven2&amp;gt; I didn&#039;t like that idea because it always sucked with crystals in CR&lt;br /&gt;
20:15:11&amp;lt; Ringwaul&amp;gt; @sven2 indeed&lt;br /&gt;
20:15:13&amp;lt;!Sven2&amp;gt; You ended up with lots of small crystals doing nothing&lt;br /&gt;
20:15:16-!- Spell [~spellor@euirc-fc083074.dip0.t-ipconnect.de] has joined #openclonk-dev&lt;br /&gt;
20:15:20&amp;lt; Ringwaul&amp;gt; hmm&lt;br /&gt;
20:15:35-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout]&lt;br /&gt;
20:15:37&amp;lt;!Sven2&amp;gt; Maybe make it so it loses con if you used very little&lt;br /&gt;
20:15:37&amp;lt;!Maikel&amp;gt; remove object when con &amp;lt; 30 or something could do the job&lt;br /&gt;
20:15:46&amp;lt;!Sven2&amp;gt; I&#039;d say &amp;lt;60&lt;br /&gt;
20:15:48&amp;lt; Ringwaul&amp;gt; That&#039;s what I was thinking&lt;br /&gt;
20:16:38&amp;lt;!Newton&amp;gt; could the first tutorial be themed?&lt;br /&gt;
20:16:41&amp;lt; Ringwaul&amp;gt; Ok, that seems in order&lt;br /&gt;
20:17:04&amp;lt;!Newton&amp;gt; like OMG your grandfather died, get to his funeral fast!&amp;lt;/bad proposal&amp;gt;&lt;br /&gt;
20:17:04&amp;lt; Ringwaul&amp;gt; Themed?&lt;br /&gt;
20:17:13&amp;lt; Ringwaul&amp;gt; hrm&lt;br /&gt;
20:17:20&amp;lt;!Sven2&amp;gt; When we were thinking of CR, matthes proposed to have you follow a butterfly&lt;br /&gt;
20:17:21&amp;lt;!Sven2&amp;gt; Not that I liked it :P&lt;br /&gt;
20:17:30&amp;lt;!Newton&amp;gt; ooh&lt;br /&gt;
20:17:32&amp;lt;!Newton&amp;gt; thats cool!&lt;br /&gt;
20:17:36&amp;lt;!Sven2&amp;gt; I think an unfinished CR tutorial had you crash into a valley with a blimp&lt;br /&gt;
20:17:44&amp;lt; Ringwaul&amp;gt; Make your grandpa&#039;s ghost lead you through a tut&lt;br /&gt;
20:17:45&amp;lt;!Sven2&amp;gt; And you just had to get out&lt;br /&gt;
20:17:49&amp;lt;!Sven2&amp;gt; So at least it had an intro&lt;br /&gt;
20:17:54&amp;lt; Gurkenglas&amp;gt; That was Last Will, wasnt it?&lt;br /&gt;
20:17:54&amp;lt;!Newton&amp;gt; and in tutorial 3, &amp;quot;Target practice&amp;quot; you finally get to shoot it, harhar ;-)&lt;br /&gt;
20:18:05&amp;lt;!Guenther&amp;gt; (Following butterflies clearly is the logical result of Rage)&lt;br /&gt;
20:18:16&amp;lt; Ringwaul&amp;gt; xD&lt;br /&gt;
20:19:12&amp;lt;!Newton&amp;gt; ok, second tutorial&lt;br /&gt;
20:19:38&amp;lt; KaiWolf&amp;gt; Second Tuorial-&amp;gt;&amp;quot;Q&amp;quot;? :)&lt;br /&gt;
20:19:39 * Newton takes a look in the PlayerControls.txt to see what has not been covered&lt;br /&gt;
20:19:41&amp;lt;!Sven2&amp;gt; Btw: I would need an image of a speaker&lt;br /&gt;
20:19:54&amp;lt;!Sven2&amp;gt; Second tutorial would cover items, containers, etc?&lt;br /&gt;
20:20:13&amp;lt;!Newton&amp;gt; speaker? For what?&lt;br /&gt;
20:20:18&amp;lt;!Newton&amp;gt; *curious*&lt;br /&gt;
20:20:18&amp;lt;!Sven2&amp;gt; If we don&#039;t have a speaker portrait, I&#039;ll just use Newton&#039;s forum avatar :P&lt;br /&gt;
20:20:27&amp;lt;!Sven2&amp;gt; Well, dialog messages have a portrait to the left&lt;br /&gt;
20:20:29&amp;lt; Ringwaul&amp;gt; har har har&lt;br /&gt;
20:20:35&amp;lt;!Newton&amp;gt; portrait, hm&lt;br /&gt;
20:20:55&amp;lt; KaiWolf&amp;gt; in rage was the portrait a mage, wasn&#039;t it?&lt;br /&gt;
20:21:06&amp;lt;!Sven2&amp;gt; http://95.33.103.109:18070/Speaker.jpg&lt;br /&gt;
20:21:13&amp;lt;!Newton&amp;gt; perhaps rather including an object&#039;s graphic than a portrait would be more modern as the portraits will probably cease to persist long term&lt;br /&gt;
20:21:14&amp;lt; Ringwaul&amp;gt; I could work on a hi-poly clonk&lt;br /&gt;
20:21:17&amp;lt; Ringwaul&amp;gt; it could take a while, though&lt;br /&gt;
20:21:18&amp;lt;!Sven2&amp;gt; The mage was in l2pn00b.c4f I believe&lt;br /&gt;
20:21:22-!- clonkine [~clonkine@euirc-552f535a.dynamic.qsc.de] has joined #openclonk-dev&lt;br /&gt;
20:21:30&amp;lt;!Newton&amp;gt; Clonkonaut proposed something funny&lt;br /&gt;
20:22:02&amp;lt; Ringwaul&amp;gt; Funnies?&lt;br /&gt;
20:22:05&amp;lt;!Newton&amp;gt; we could mak ephotos exaggerated gestures of ourself&lt;br /&gt;
20:22:38&amp;lt;!Newton&amp;gt; like pointing the finger angrily at the camera, the &amp;quot;i have an idea&amp;quot; gesture, :|, :D, O_o etc&lt;br /&gt;
20:22:57-!- Randrian [~randrian@der.richard.im.euirc.net] has joined #openclonk-dev&lt;br /&gt;
20:22:59-!- mode/#openclonk-dev [+ao Randrian Randrian] by ChanServ&lt;br /&gt;
20:23:14&amp;lt; Ringwaul&amp;gt; Hmm&lt;br /&gt;
20:23:16&amp;lt; Ringwaul&amp;gt; I&#039;m a bit confused&lt;br /&gt;
20:23:45&amp;lt; Ringwaul&amp;gt; For the portraits?&lt;br /&gt;
20:24:00&amp;lt;!Newton&amp;gt; for the icon that is shown in messageboxes in tutorials&lt;br /&gt;
20:24:06&amp;lt; Ringwaul&amp;gt; heh heh heh&lt;br /&gt;
20:24:28&amp;lt;!Newton&amp;gt; but well thats just an idea&lt;br /&gt;
20:24:37&amp;lt;!Newton&amp;gt; for now I think we should go for a simple thing&lt;br /&gt;
20:24:59&amp;lt;!Sven2&amp;gt; It&#039;s OK, the boxes work fine without a portrait&lt;br /&gt;
20:25:05&amp;lt;!Sven2&amp;gt; Or with that avatar&lt;br /&gt;
20:25:08&amp;lt; Ringwaul&amp;gt; For different parts of the tutorial, the speaker could be the item you&#039;re supposed to use&lt;br /&gt;
20:25:11&amp;lt;!CoN^Uni&amp;gt; that&#039;s a great idea @photos&lt;br /&gt;
20:25:14&amp;lt; Ringwaul&amp;gt; ie, shovel/flint/loam&lt;br /&gt;
20:25:25&amp;lt;!Newton&amp;gt; I cant access that avatar, Sven&lt;br /&gt;
20:25:33&amp;lt;!Newton&amp;gt; The connection has timed out&lt;br /&gt;
20:25:41&amp;lt;!Sven2&amp;gt; Mh ye, have to fix the router for that&lt;br /&gt;
20:25:44&amp;lt;!Sven2&amp;gt; Don&#039;t have the password ATM&lt;br /&gt;
20:25:50&amp;lt; clonkine&amp;gt; hey guys&lt;br /&gt;
20:25:52&amp;lt;!Sven2&amp;gt; nvm&lt;br /&gt;
20:26:02&amp;lt; Ringwaul&amp;gt; &#039;ello&lt;br /&gt;
20:26:07&amp;lt;!Newton&amp;gt; hey clonkine&lt;br /&gt;
20:26:29&amp;lt; clonkine&amp;gt; ;)&lt;br /&gt;
20:26:47&amp;lt;!Newton&amp;gt; anyway, second tutorial&lt;br /&gt;
20:26:50&amp;lt;!Newton&amp;gt; what should be covered&lt;br /&gt;
20:26:56&amp;lt;!Newton&amp;gt; KaiWolf mentioned backpack&lt;br /&gt;
20:27:05&amp;lt; Ringwaul&amp;gt; Aye, that&#039;s good&lt;br /&gt;
20:27:09&amp;lt;!Newton&amp;gt; furthermore we have: change crew member&lt;br /&gt;
20:27:10&amp;lt; KaiWolf&amp;gt; Juhu :D&lt;br /&gt;
20:27:24&amp;lt;!Newton&amp;gt; vehicle control&lt;br /&gt;
20:27:35&amp;lt; Ringwaul&amp;gt; Just the lorry for now I guess?&lt;br /&gt;
20:28:04&amp;lt;!Newton&amp;gt; hm&lt;br /&gt;
20:28:08&amp;lt;!Sven2&amp;gt; Crew, Containers, Items looks like a lot&lt;br /&gt;
20:28:09&amp;lt; Ringwaul&amp;gt; Since it is also a container&lt;br /&gt;
20:28:17&amp;lt;!Sven2&amp;gt; Would be enough for a round I guess&lt;br /&gt;
20:28:20&amp;lt;!Newton&amp;gt; well, the containers will possibly not work in the release yet&lt;br /&gt;
20:28:24&amp;lt;!Newton&amp;gt; at least we don&#039;t need them to&lt;br /&gt;
20:28:40&amp;lt;!Newton&amp;gt; so we can a tutorial about vehicles (and stuff) with containers later&lt;br /&gt;
20:28:50&amp;lt; Ringwaul&amp;gt; aye&lt;br /&gt;
20:28:54&amp;lt;!Sven2&amp;gt; So it&#039;s only Crew+Items?&lt;br /&gt;
20:29:01&amp;lt; Ringwaul&amp;gt; we need something else&lt;br /&gt;
20:29:02&amp;lt;!Newton&amp;gt; but if we were to include e.g. the catapult or the cannon or the minigun&lt;br /&gt;
20:29:09&amp;lt; Ringwaul&amp;gt; ;D&lt;br /&gt;
20:29:09&amp;lt;!Newton&amp;gt; which is still realistic&lt;br /&gt;
20:29:17&amp;lt;!Newton&amp;gt; since the models are there, the interface is there&lt;br /&gt;
20:29:28&amp;lt;!Newton&amp;gt; we could include it&lt;br /&gt;
20:29:37&amp;lt; Ringwaul&amp;gt; The catapult will need a texture, of course&lt;br /&gt;
20:29:41&amp;lt;!Sven2&amp;gt; So, you could have one Clonk trapped somewhere&lt;br /&gt;
20:29:50&amp;lt;!Sven2&amp;gt; A second Clonk would hav eto fetch ammunition and shoot the second Clonk free with a catapult&lt;br /&gt;
20:30:01&amp;lt;!Newton&amp;gt; Ringwaul: yeah but the cannon and minigun are already ready, rihgt?&lt;br /&gt;
20:30:10&amp;lt; Ringwaul&amp;gt; the mingun has no texture&lt;br /&gt;
20:30:15&amp;lt; Ringwaul&amp;gt; I could make one&lt;br /&gt;
20:30:19&amp;lt;!Newton&amp;gt; mhm&lt;br /&gt;
20:30:20&amp;lt; Ringwaul&amp;gt; 1-2days&lt;br /&gt;
20:30:31&amp;lt;!Newton&amp;gt; rather make a logo ;-)&lt;br /&gt;
20:30:37&amp;lt; Ringwaul&amp;gt; aight&lt;br /&gt;
20:31:10&amp;lt; Ringwaul&amp;gt; So, cannon + catapult, crew and what items exactly?&lt;br /&gt;
20:31:31&amp;lt;!Newton&amp;gt; Sven2: good concept. And if we don&#039;t have vehicles at the end, the clonk will just rescue the other with dynamite and  perhaps the grappling hook&lt;br /&gt;
20:32:17&amp;lt; Ringwaul&amp;gt; sounds good&lt;br /&gt;
20:33:02&amp;lt; Ringwaul&amp;gt; @Maikel you scripted the grappling hook, right?&lt;br /&gt;
20:33:28&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
20:33:41&amp;lt;!Sven2&amp;gt; Actually, I also wonder if we need to cover multiple Clonks if no scenario is using them :P&lt;br /&gt;
20:33:44&amp;lt; Ringwaul&amp;gt; I think there is one issue I found to work out&lt;br /&gt;
20:33:58&amp;lt;!Maikel&amp;gt; only one?&lt;br /&gt;
20:34:04&amp;lt;!Newton&amp;gt; Sven2: hehe&lt;br /&gt;
20:34:10&amp;lt; Ringwaul&amp;gt; if you launch when in the air and your clonk lands, the grapple will immediately release&lt;br /&gt;
20:34:27&amp;lt; Ringwaul&amp;gt; But it&#039;s better than anything I&#039;ve seen in CR :)&lt;br /&gt;
20:34:46&amp;lt;!Newton&amp;gt; the kneel-bug&lt;br /&gt;
20:34:55&amp;lt;!Newton&amp;gt; told you there was one that we couldn&#039;t solve at the ocm&lt;br /&gt;
20:34:58&amp;lt;!Maikel&amp;gt; Yes that&#039;s probably because the kneel action overrides Hangonto&lt;br /&gt;
20:35:10&amp;lt;!Newton&amp;gt; I *really* wonder why&lt;br /&gt;
20:35:11&amp;lt;!CoN^Uni&amp;gt; 20:25:02 &amp;lt;!Newton&amp;gt; like pointing the finger angrily at the camera, the &amp;quot;i have an idea&amp;quot; gesture, :|, :D, O_o etc &amp;lt;- http://www.geekologie.com/2009/06/26/iphone.jpg&lt;br /&gt;
20:35:14&amp;lt;!CoN^Uni&amp;gt; \o/&lt;br /&gt;
20:35:16&amp;lt;!Maikel&amp;gt; But it had nothing to do with controls&lt;br /&gt;
20:36:05&amp;lt; Ringwaul&amp;gt; hahaha&lt;br /&gt;
20:36:22&amp;lt;!Newton&amp;gt; :D&lt;br /&gt;
20:36:28&amp;lt;!Maikel&amp;gt; Also should the clonk switch to hangling, scaling when hitting a wall or ceiling?&lt;br /&gt;
20:36:56&amp;lt; Ringwaul&amp;gt; Hrm&lt;br /&gt;
20:37:07&amp;lt; Ringwaul&amp;gt; I think that might be difficult when the clonk is holding the rope&lt;br /&gt;
20:37:08&amp;lt;!Newton&amp;gt; I&#039;d say only if he releases&lt;br /&gt;
20:37:12&amp;lt;!Newton&amp;gt; the rope&lt;br /&gt;
20:37:15&amp;lt; Ringwaul&amp;gt; I would agree&lt;br /&gt;
20:38:16&amp;lt;!Maikel&amp;gt; releases on clicking the mouse?&lt;br /&gt;
20:38:26&amp;lt; Ringwaul&amp;gt; Yep&lt;br /&gt;
20:38:44&amp;lt;!Newton&amp;gt; OK so much for tutorial 2&lt;br /&gt;
20:38:45&amp;lt; Ringwaul&amp;gt; It works well, at least for scaling&lt;br /&gt;
20:38:59&amp;lt; Ringwaul&amp;gt; Heh&lt;br /&gt;
20:39:11&amp;lt; Ringwaul&amp;gt; Well, we should cover the grappling hook in tut 2 then&lt;br /&gt;
20:39:18&amp;lt; Ringwaul&amp;gt; it&#039;s super cool :p&lt;br /&gt;
20:39:39&amp;lt;!Newton&amp;gt; and tutorial three is the target practice then?&lt;br /&gt;
20:39:50&amp;lt; Ringwaul&amp;gt; Sounds good&lt;br /&gt;
20:39:56&amp;lt;!Maikel&amp;gt; yes ranged weapons&lt;br /&gt;
20:40:06&amp;lt;!Newton&amp;gt; What has to be changed there?@target practice&lt;br /&gt;
20:40:23&amp;lt; Ringwaul&amp;gt; The butterfly flys the wrong direction&lt;br /&gt;
20:40:32&amp;lt; Ringwaul&amp;gt; and is the size of a clonk&lt;br /&gt;
20:40:47&amp;lt; Ringwaul&amp;gt; though I think it might be too hard to hit if it&#039;s smaller&lt;br /&gt;
20:41:01&amp;lt;!Newton&amp;gt; IMO the movement + the appearance of the buttlerfly really needs to be improved anyway&lt;br /&gt;
20:41:23&amp;lt; ck_&amp;gt; do we need instructions? what about showing one target after the other instead of all simultaneously?&lt;br /&gt;
20:41:41&amp;lt;!Newton&amp;gt; why?&lt;br /&gt;
20:42:02&amp;lt; Ringwaul&amp;gt; Also, the clonk needs respawning arrows&lt;br /&gt;
20:42:06&amp;lt; ck_&amp;gt; to order them by difficulty&lt;br /&gt;
20:42:11&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
20:42:44&amp;lt; Ringwaul&amp;gt; Arrows should also dissapear after hitting something to stop arrow floods&lt;br /&gt;
20:42:50-!- Luchs is now known as Luchs^away&lt;br /&gt;
20:42:57&amp;lt;!Newton&amp;gt; hm the scenario could also be extended to javelins&lt;br /&gt;
20:43:08&amp;lt; Ringwaul&amp;gt; :D&lt;br /&gt;
20:43:11&amp;lt;!Sven2&amp;gt; Mh, I was missing for the tutorial:&lt;br /&gt;
20:43:17&amp;lt;!Sven2&amp;gt; Do we have a large arrow?&lt;br /&gt;
20:43:27&amp;lt;!Sven2&amp;gt; Like the one used for the first CR tutorial? To point at something?&lt;br /&gt;
20:43:40&amp;lt; Ringwaul&amp;gt; I could make that in about 2 seconds&lt;br /&gt;
20:43:43&amp;lt; Ringwaul&amp;gt; :D&lt;br /&gt;
20:43:48&amp;lt;!Newton&amp;gt; at the start the clonk only has javelins and has to hit a few targets until he gets to the other area where he gets the bow&lt;br /&gt;
20:43:56&amp;lt;!Sven2&amp;gt; It would have to be animated somehow&lt;br /&gt;
20:43:58&amp;lt;!Newton&amp;gt; not yet@arrow&lt;br /&gt;
20:44:10&amp;lt; ck_&amp;gt; Sven2: If it is a mesh you can animate it in script ;)&lt;br /&gt;
20:44:11&amp;lt;!Newton&amp;gt; it needs to be able to point at HUD items too&lt;br /&gt;
20:44:14&amp;lt;!Sven2&amp;gt; Either rotate or bounce towards the target location&lt;br /&gt;
20:44:21&amp;lt;!Newton&amp;gt; [x] bounce&lt;br /&gt;
20:44:38&amp;lt; Ringwaul&amp;gt; I think bouncing at it would be good&lt;br /&gt;
20:44:44&amp;lt; Ringwaul&amp;gt; but rotating is fine too I guess&lt;br /&gt;
20:44:51&amp;lt;!Sven2&amp;gt; You just don&#039;t like rotation because it was used in CR :P&lt;br /&gt;
20:45:01&amp;lt;!Sven2&amp;gt; Maybe make the mesh so it can do both&lt;br /&gt;
20:45:16&amp;lt;!Newton&amp;gt; hey, how about both&lt;br /&gt;
20:45:18&amp;lt; Ringwaul&amp;gt; sounds good&lt;br /&gt;
20:45:21&amp;lt;!Newton&amp;gt; doing&lt;br /&gt;
20:45:29&amp;lt;!Newton&amp;gt; but like this&lt;br /&gt;
20:45:32&amp;lt;!Newton&amp;gt; it bounces&lt;br /&gt;
20:45:40&amp;lt;!Newton&amp;gt; and while it is on his height, it turns around&lt;br /&gt;
20:45:48&amp;lt; Ringwaul&amp;gt; ballerina arrow?&lt;br /&gt;
20:46:00&amp;lt; Ringwaul&amp;gt; har har&lt;br /&gt;
20:46:29&amp;lt; Ringwaul&amp;gt; Maybe it could turn around while bouncing&lt;br /&gt;
20:46:54&amp;lt;!Newton&amp;gt; or blinking&lt;br /&gt;
20:46:58&amp;lt;!Newton&amp;gt; or change the color&lt;br /&gt;
20:47:03&amp;lt;!Newton&amp;gt; or all together&lt;br /&gt;
20:47:09&amp;lt;!Newton&amp;gt; anyway, I noted it down&lt;br /&gt;
20:47:17&amp;lt; Ringwaul&amp;gt; Ok, I think that might make the player barf&lt;br /&gt;
20:47:37&amp;lt; Ringwaul&amp;gt; if he stared at it long enough...&lt;br /&gt;
20:47:44&amp;lt; ck_&amp;gt; Newton: So are you providing the summary for this meeting? :o&lt;br /&gt;
20:47:48&amp;lt;!Newton&amp;gt; anything else for target practice as third tutorial?&lt;br /&gt;
20:47:52&amp;lt;!Newton&amp;gt; ck: yes&lt;br /&gt;
20:47:55&amp;lt; ck_&amp;gt; Newton: great&lt;br /&gt;
20:48:05&amp;lt; Ringwaul&amp;gt; Hmm&lt;br /&gt;
20:48:59&amp;lt; Ringwaul&amp;gt; melee weapons?&lt;br /&gt;
20:49:21&amp;lt;!Newton&amp;gt; hm&lt;br /&gt;
20:49:26&amp;lt; Ringwaul&amp;gt; Fight off a wolf with a sword &amp;amp; shield&lt;br /&gt;
20:49:41&amp;lt; Ringwaul&amp;gt; or something along those lines&lt;br /&gt;
20:50:21&amp;lt;!Newton&amp;gt; I&#039;d like to postpone that to a point where (all) melee weapons work like they should&lt;br /&gt;
20:50:32&amp;lt; Ringwaul&amp;gt; aye&lt;br /&gt;
20:51:41&amp;lt;!Newton&amp;gt; ok, TOP done&lt;br /&gt;
20:51:43&amp;lt;!Newton&amp;gt; whats next?&lt;br /&gt;
20:52:01&amp;lt;!Newton&amp;gt; Set the concrete frame of which objects must be included into the release; set a frame for a feature-stop&lt;br /&gt;
20:52:06&amp;lt;!Newton&amp;gt; @TOP&lt;br /&gt;
20:52:11&amp;lt;!Newton&amp;gt; yeah well, its getting late&lt;br /&gt;
20:52:20&amp;lt;!Newton&amp;gt; nearly two hours already&lt;br /&gt;
20:52:44&amp;lt;!Newton&amp;gt; perhaps we should postpone this to later this week?&lt;br /&gt;
20:52:52&amp;lt;!Newton&amp;gt; I think we are also only 4 left?&lt;br /&gt;
20:52:59&amp;lt;!Newton&amp;gt; me, ck, Ringwaul, S2&lt;br /&gt;
20:53:08&amp;lt;!Sven2&amp;gt; Mostly&lt;br /&gt;
20:53:08&amp;lt;!Sven2&amp;gt; Gone soon...&lt;br /&gt;
20:53:14&amp;lt;!Sven2&amp;gt; I&#039;m still on the first tutorial btw&lt;br /&gt;
20:53:23&amp;lt; Ringwaul&amp;gt; Hrm&lt;br /&gt;
20:53:23&amp;lt;!Newton&amp;gt; ok, noted&lt;br /&gt;
20:53:37&amp;lt;!Sven2&amp;gt; Not that I did anything, but still planning to do it&lt;br /&gt;
20:53:39&amp;lt;!Newton&amp;gt; OK which is not a bad mix of engine and content developers/artists though&lt;br /&gt;
20:53:41&amp;lt; Ringwaul&amp;gt; Well, I won&#039;t be able to next meeting&lt;br /&gt;
20:53:46&amp;lt;!Newton&amp;gt; @4 left&lt;br /&gt;
20:54:02&amp;lt;!Newton&amp;gt; just a quick vote, who is in for point 2?&lt;br /&gt;
20:54:10&amp;lt;!Newton&amp;gt; [x]&lt;br /&gt;
20:54:10&amp;lt;!Guenther&amp;gt; (me would like some quick opinions on whether var a=[1,2,3]; var b = a; b[0] = 2; should result in a==[2,2,3] or a==[1,2,3]&lt;br /&gt;
20:54:17 * Guenther would like some quick opinions on whether var a=[1,2,3]; var b = a; b[0] = 2; should result in a==[2,2,3] or a==[1,2,3]&lt;br /&gt;
20:54:23&amp;lt; Ringwaul&amp;gt; I&#039;m in&lt;br /&gt;
20:54:25&amp;lt;!Newton&amp;gt; ok then we do Günthers first&lt;br /&gt;
20:54:27 * ck_ as well&lt;br /&gt;
20:54:32&amp;lt; Ringwaul&amp;gt; It&#039;s only noon in canada&lt;br /&gt;
20:54:47&amp;lt;!Sven2&amp;gt; You mean, if = copies the array or just a reference?&lt;br /&gt;
20:54:47&amp;lt;!Newton&amp;gt; (I meant late as in &amp;quot;its already 2 hours&amp;quot;)&lt;br /&gt;
20:54:49&amp;lt; ck_&amp;gt; Guenther: [x] copy semantics, thus a=[1,2,3]&lt;br /&gt;
20:55:05-!- CoN^Uni is now known as CoN^off&lt;br /&gt;
20:55:11&amp;lt; Ringwaul&amp;gt; ah&lt;br /&gt;
20:55:11&amp;lt;!Guenther&amp;gt; Yes. Whether arrays should behave like integers or like objects.&lt;br /&gt;
20:55:14&amp;lt;!Sven2&amp;gt; I&#039;m for [x] reference, i.e. a=[2,2,3]&lt;br /&gt;
20:55:25&amp;lt;!Newton&amp;gt; Günther: arrays should be copied. It is not obvious that arrays are supposed to be references&lt;br /&gt;
20:55:56&amp;lt;!Sven2&amp;gt; I&#039;m for reference mostly because then we could drop reference support from the language&lt;br /&gt;
20:56:03&amp;lt;!Newton&amp;gt; and thus just another mean place where bugs are introduced&lt;br /&gt;
20:56:05&amp;lt;!Sven2&amp;gt; i.e., &amp;amp; parameters, as you suggested&lt;br /&gt;
20:56:17&amp;lt;!Newton&amp;gt; arent any object variables references?&lt;br /&gt;
20:57:01&amp;lt;!Guenther&amp;gt; Both behaviours are implemented for other data types, so neither option is really obvious. You have to know the language to know which one is used.&lt;br /&gt;
20:57:05&amp;lt;!Sven2&amp;gt; Yes, they are. Point is, right now C4Value can be of a reference type. And Guenther suggested to drop that to simplify things&lt;br /&gt;
20:57:25&amp;lt;!Newton&amp;gt; so...&lt;br /&gt;
20:57:30&amp;lt;!Sven2&amp;gt; But if reference parameters are dropped and arrays are copied by value, array manipulating functions cannot be implemented&lt;br /&gt;
20:57:39&amp;lt;!Newton&amp;gt; var a = CreateObject(...); var b = a;&lt;br /&gt;
20:57:42&amp;lt;!Newton&amp;gt; b is what exactly?&lt;br /&gt;
20:57:54&amp;lt; ck_&amp;gt; Sven2: Why don&#039;t return array manipulating functions the resulting array?&lt;br /&gt;
20:57:55&amp;lt;!Guenther&amp;gt; In fact, if you know other languages, you&#039;d guess that arrays have reference semantics (not copying), because that is what for example C and Python do&lt;br /&gt;
20:58:22&amp;lt;!Guenther&amp;gt; Array manipulating functions could not be implemented _efficiently_&lt;br /&gt;
20:58:26&amp;lt;!Sven2&amp;gt; ck_: That&#039;s awkward and will always result in a copy to be made?&lt;br /&gt;
20:58:51&amp;lt; ck_&amp;gt; Don&#039;t use arrays use copy-on-write?&lt;br /&gt;
20:59:00&amp;lt;!Guenther&amp;gt; (Though you could work around that with truly awkward calling conventions, which we should not discuss now)&lt;br /&gt;
20:59:05-!- Matthi [~a@clonk-center.de] has quit [Connection reset by peer]&lt;br /&gt;
20:59:14&amp;lt;!Sven2&amp;gt; ck_: Won&#039;t help?&lt;br /&gt;
20:59:24&amp;lt;!Guenther&amp;gt; They can&#039;t if both caller and callee have a reference to the array&lt;br /&gt;
20:59:38&amp;lt; ck_&amp;gt; Hm, ok&lt;br /&gt;
20:59:51&amp;lt;!Guenther&amp;gt; Anyway, this is implementation specific stuff. I wanted some opinions from the language-user side&lt;br /&gt;
21:00:12&amp;lt;!Guenther&amp;gt; Then we can weigh that against implementation considerations.&lt;br /&gt;
21:00:19&amp;lt; ck_&amp;gt; whatever it does it should do the same as proplists&lt;br /&gt;
21:00:20&amp;lt;!Sven2&amp;gt; Well, it&#039;s common in other languages that all nontrivial types are references&lt;br /&gt;
21:00:33&amp;lt;!Sven2&amp;gt; ck_: And objects are proplists :P&lt;br /&gt;
21:01:14&amp;lt;!Guenther&amp;gt; Proplists should do the same as objects, and objects really obviously must have reference semantics&lt;br /&gt;
21:01:22&amp;lt; ck_&amp;gt; well, one could easily argue that the &amp;quot;object&amp;quot; C4Value type is in fact &amp;quot;object pointer&amp;quot;, but the proplist C4Value is a &amp;quot;real&amp;quot; proplist ;)&lt;br /&gt;
21:01:38&amp;lt;!Sven2&amp;gt; Yes, you wouldn&#039;t want any script assignment to duplicate the player Clonk :)&lt;br /&gt;
21:01:43&amp;lt;!Guenther&amp;gt; Er, no, just no&lt;br /&gt;
21:01:56&amp;lt;!Newton&amp;gt; isnt an array a &amp;quot;trivial&amp;quot; type in c4script - because it is just another var X = ...;&lt;br /&gt;
21:02:07&amp;lt;!Guenther&amp;gt; At the moment, it is&lt;br /&gt;
21:02:25&amp;lt;!Guenther&amp;gt; The question is, do we want to change that?&lt;br /&gt;
21:02:44&amp;lt;!Sven2&amp;gt; var X = CreateArray(); is not so different from var X = CreatePropList()&lt;br /&gt;
21:03:02&amp;lt;!Newton&amp;gt; well in my opinion not. But if, arrays, proplists and objects should act the same. Plus it should be noted in the docs.&lt;br /&gt;
21:03:06&amp;lt;!Guenther&amp;gt; Yeah, but CreateArray is a largely superflous function&lt;br /&gt;
21:03:23&amp;lt;!Sven2&amp;gt; or var X=CreateObject()&lt;br /&gt;
21:03:46&amp;lt; ck_&amp;gt; but var x = CreateObject() is somewhat different from var x = [a,b,c];&lt;br /&gt;
21:03:51&amp;lt; ck_&amp;gt; notation-wise that is&lt;br /&gt;
21:03:57&amp;lt;!Guenther&amp;gt; Newton: The proposal is to make Arrays behave like objects and proplists.&lt;br /&gt;
21:03:59&amp;lt;!Sven2&amp;gt; ye, OK&lt;br /&gt;
21:04:07&amp;lt;!Sven2&amp;gt; Anyway: This is really only relevant in very few cases&lt;br /&gt;
21:04:31&amp;lt; ck_&amp;gt; Oh, so proplist don&#039;t use copy semantics currently?&lt;br /&gt;
21:05:08&amp;lt;!Guenther&amp;gt; No, because like I said above: I really want proplists to behave like objects.&lt;br /&gt;
21:05:41&amp;lt; ck_&amp;gt; well if I can&#039;t get you to change that than I think array should do the same for consistency reasons&lt;br /&gt;
21:06:14&amp;lt;!Sven2&amp;gt; Mh, back to Newton? What was point 2?&lt;br /&gt;
21:06:35&amp;lt;!Sven2&amp;gt; &amp;lt;Newton&amp;gt; just a quick vote, who is in for point 2?&lt;br /&gt;
21:06:46&amp;lt;!Maikel&amp;gt; I am there again&lt;br /&gt;
21:06:49&amp;lt; ck_&amp;gt; what/when to release and when/how to do feature freeze I guess&lt;br /&gt;
21:07:17&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
21:07:28&amp;lt;!Newton&amp;gt; Set the concrete frame of which objects must be included into the release; set a frame for a feature-stop&lt;br /&gt;
21:07:47&amp;lt;!Newton&amp;gt; hm how do we do this&lt;br /&gt;
21:07:50&amp;lt;!Sven2&amp;gt; We could do a &amp;quot;new feature freeze&amp;quot;, i.e. we haven&#039;t done all features yet, but we won&#039;t add more to the todo list&lt;br /&gt;
21:07:56 * Guenther thinks that our first alpha release only really needs one scenario that is fun to play, and that we shouldn&#039;t delay in order to make more&lt;br /&gt;
21:08:23&amp;lt;!Sven2&amp;gt; Unless e.g. someone has done a complete scenario that one could just add to the release without any further work maybe&lt;br /&gt;
21:08:37&amp;lt;!Maikel&amp;gt; So you you want to show of OC&#039;s functionality&lt;br /&gt;
21:08:39&amp;lt;!Guenther&amp;gt; But we also should test a release a bit, which is work, so we don&#039;t want to release too often&lt;br /&gt;
21:08:58&amp;lt;!Maikel&amp;gt; you = just&lt;br /&gt;
21:09:02&amp;lt;!Sven2&amp;gt; If it&#039;s just one scenario, we wouldn&#039;t need a tutorial ;)&lt;br /&gt;
21:09:23&amp;lt; Ringwaul&amp;gt; Well, we already have windmill defence&lt;br /&gt;
21:09:23&amp;lt; ck_&amp;gt; except if that scenario _is_ the tutorial :P&lt;br /&gt;
21:09:49&amp;lt; KaiWolf&amp;gt; i guess a tutorial wouldn&#039;t be funny.&lt;br /&gt;
21:09:50&amp;lt; Ringwaul&amp;gt; we should probably have a good melee, a good parkour, and the windmill scenario&lt;br /&gt;
21:10:02&amp;lt;!Sven2&amp;gt; Ye, windmill defence is kinda complete&lt;br /&gt;
21:10:20&amp;lt; KaiWolf&amp;gt; we have a good parkour: oc - boomshire&lt;br /&gt;
21:10:23&amp;lt;!Guenther&amp;gt; So if we have multiple scenarios almost ready, we should include them in the release process, too&lt;br /&gt;
21:10:42&amp;lt;!Newton&amp;gt; Sven2: noo, I want parallax clouds! @windmill is complete&lt;br /&gt;
21:10:47&amp;lt;!Sven2&amp;gt; I&#039;d rather say e.g. Maikel&#039;s Cavern. Boomshire doesnt feel complete.&lt;br /&gt;
21:10:59&amp;lt; Ringwaul&amp;gt; yes, the cavern is great&lt;br /&gt;
21:11:11&amp;lt;!Newton&amp;gt; boomshire really needs a dynamic map&lt;br /&gt;
21:11:14&amp;lt;!Sven2&amp;gt; I think it has a TODO written into the landscape&lt;br /&gt;
21:11:30&amp;lt;!Sven2&amp;gt; Don&#039;t think so, Newton. Boomshire has some strictly designed &amp;quot;riddles&amp;quot; doesnt it?&lt;br /&gt;
21:11:37&amp;lt;!Maikel&amp;gt; We should enable teaming options without teams.txt enabled&lt;br /&gt;
21:11:39&amp;lt;!Newton&amp;gt; ah&lt;br /&gt;
21:11:43&amp;lt;!Newton&amp;gt; boomshire, sorry&lt;br /&gt;
21:11:48&amp;lt;!Sven2&amp;gt; Yes. Boomshire.&lt;br /&gt;
21:11:48&amp;lt;!Newton&amp;gt; I meant boomrace&lt;br /&gt;
21:12:13&amp;lt;!Maikel&amp;gt; kamikaze fireworks is also Ok imo&lt;br /&gt;
21:12:20&amp;lt;!Sven2&amp;gt; Boomrace I&#039;d actually also call complete. But I don&#039;t think the landscape looks &amp;quot;action-packed&amp;quot; enough&lt;br /&gt;
21:12:24&amp;lt;!Newton&amp;gt; boomrace == kamikaze fireworks&lt;br /&gt;
21:12:37&amp;lt;!Sven2&amp;gt; Something more lava-granite-like would be more fitting, imo&lt;br /&gt;
21:12:41&amp;lt; Ringwaul&amp;gt; We should have around 3 parkours perhaps&lt;br /&gt;
21:12:52&amp;lt;!Newton&amp;gt; beh&lt;br /&gt;
21:12:53&amp;lt; Ringwaul&amp;gt; boomshire and the cavern are both very good&lt;br /&gt;
21:13:12&amp;lt; Ringwaul&amp;gt; if boomrace is finished (and boomshire&#039;s end) then we&#039;re good to go&lt;br /&gt;
21:13:15&amp;lt;!Newton&amp;gt; not so much. One &amp;quot;standard&amp;quot; race like cavern is enough for the release, imo&lt;br /&gt;
21:13:16&amp;lt;!Sven2&amp;gt; Just replace some of the earth with ashes and replace water with lava and I&#039;m happy&lt;br /&gt;
21:13:58&amp;lt;!Maikel&amp;gt; I don&#039;t get it why in CR it is possible to enable teams without having a teams.txt and I can&#039;t get that to work in OC&lt;br /&gt;
21:14:14&amp;lt;!Sven2&amp;gt; Maikel: Only works if MELE is active&lt;br /&gt;
21:14:21&amp;lt;!Sven2&amp;gt; Which is probably broken in OC because there is no MELE&lt;br /&gt;
21:14:31&amp;lt;!Maikel&amp;gt; I KNEW IT&lt;br /&gt;
21:14:51&amp;lt; ck_&amp;gt; Newton: Why not include more than one if they are ~complete&lt;br /&gt;
21:14:54&amp;lt;!Sven2&amp;gt; Then why did you ask?&lt;br /&gt;
21:15:03&amp;lt;!Sven2&amp;gt; &amp;lt;/whoosh&amp;gt;&lt;br /&gt;
21:15:13&amp;lt;!Maikel&amp;gt; My gut said that was the reason&lt;br /&gt;
21:15:28&amp;lt;!Newton&amp;gt; IMO all the races that we currently have are the same&lt;br /&gt;
21:15:40&amp;lt;!Newton&amp;gt; yeah digging a bit, building a bit of loam, well.&lt;br /&gt;
21:15:53&amp;lt; Ringwaul&amp;gt; well,boomshire is quite different from boomrace&lt;br /&gt;
21:15:54&amp;lt; ck_&amp;gt; I think Cavern, Boomrace and Boomshire are quite different&lt;br /&gt;
21:15:56&amp;lt;!Newton&amp;gt; Cavern is a good map and imo erschöpft this genre&lt;br /&gt;
21:16:10&amp;lt;!Maikel&amp;gt; yeah because someone wanted to get all those maps?&lt;br /&gt;
21:16:16&amp;lt;!Newton&amp;gt; *exhausts&lt;br /&gt;
21:16:26&amp;lt;!Sven2&amp;gt; They&#039;re fine. Good starting ground to build stuff into.&lt;br /&gt;
21:16:37&amp;lt;!Guenther&amp;gt; Newton: A lot of other games have &amp;quot;Build some troops, attack&amp;quot; for every scenario/map, so repetitiveness is not a reason to exclude something, imho&lt;br /&gt;
21:16:41&amp;lt;!Sven2&amp;gt; WE just don&#039;t have many objects to add to those races yet to make them more different&lt;br /&gt;
21:17:06&amp;lt;!Sven2&amp;gt; Wasn&#039;t there a &amp;quot;drilling hammer&amp;quot; or something being created?&lt;br /&gt;
21:17:11&amp;lt;!Guenther&amp;gt; As long as the landscape is a bit different, it&#039;s fine&lt;br /&gt;
21:17:12&amp;lt;!Sven2&amp;gt; That would make the mountain-race much more unique&lt;br /&gt;
21:17:20&amp;lt;!Newton&amp;gt; &amp;lt;Sven2&amp;gt; They&#039;re fine. Good starting ground to build stuff into.&lt;br /&gt;
21:17:23&amp;lt; Ringwaul&amp;gt; You mean the pickaxe?&lt;br /&gt;
21:17:27&amp;lt;!Sven2&amp;gt; Or pickaxe, yes&lt;br /&gt;
21:17:30&amp;lt;!Newton&amp;gt; I am not asking to remove them from the repository&lt;br /&gt;
21:17:35&amp;lt;!Sven2&amp;gt; It&#039;s to dig through rock, right?&lt;br /&gt;
21:17:35&amp;lt;!Newton&amp;gt; but exclude them from the release&lt;br /&gt;
21:17:38&amp;lt; Ringwaul&amp;gt; that still needs a bit of work&lt;br /&gt;
21:17:59&amp;lt; Ringwaul&amp;gt; but yes, it digs through things just like flints&lt;br /&gt;
21:18:00&amp;lt;!Sven2&amp;gt; Guenther: But traditionally, Clonk scenarios are more unique than e.g. RTS game maps&lt;br /&gt;
21:18:01&amp;lt;!Maikel&amp;gt; Sven would Goals=MELE be a sufficient workaround?&lt;br /&gt;
21:18:07&amp;lt; ck_&amp;gt; Did anybody talk about removeng them from the repository? :o&lt;br /&gt;
21:18:08&amp;lt;!Sven2&amp;gt; Maikel: Probably, yes&lt;br /&gt;
21:18:18&amp;lt;!Sven2&amp;gt; Why don&#039;t you just create a Teams.txt?&lt;br /&gt;
21:18:35&amp;lt;!Newton&amp;gt; scenario != map&lt;br /&gt;
21:18:46&amp;lt;!Maikel&amp;gt; mh, there were some disadvantages, or?&lt;br /&gt;
21:18:56&amp;lt; Ringwaul&amp;gt; Well, players may get tired if they only have 3 maps and a tut to play&lt;br /&gt;
21:19:05&amp;lt;!Newton&amp;gt; tired?&lt;br /&gt;
21:19:14&amp;lt; Ringwaul&amp;gt; bored&lt;br /&gt;
21:19:19&amp;lt;!Guenther&amp;gt; Newton: No, scenario really is just what clonk calls what other games call map&lt;br /&gt;
21:19:29&amp;lt;!Sven2&amp;gt; Maikel: Not really. Once you create custom teams you lose the ability to have teams created automatically as players join&lt;br /&gt;
21:19:30&amp;lt;!Sven2&amp;gt; i.e., Team 1, Team 2, etc.&lt;br /&gt;
21:19:34&amp;lt;!Newton&amp;gt; no, i don&#039;t think so, günther&lt;br /&gt;
21:19:41&amp;lt;!Sven2&amp;gt; But you don&#039;t need to do that. Just write a Teams.txt that has AutoGenerateTeams enabled.&lt;br /&gt;
21:19:43&amp;lt;!Newton&amp;gt; its what it used to be in Clonk 4&lt;br /&gt;
21:19:49&amp;lt;!Newton&amp;gt; where we had a Maps folder&lt;br /&gt;
21:20:08&amp;lt;!Guenther&amp;gt; Which had a bunch of scenarios without a goal, iirc.&lt;br /&gt;
21:20:26&amp;lt;!Sven2&amp;gt; I agree with Guenther Clonk &amp;quot;scenario&amp;quot; = Mainstream game &amp;quot;map&amp;quot;&lt;br /&gt;
21:20:28&amp;lt;!Guenther&amp;gt; Anyway, let&#039;s not discuss about word choices&lt;br /&gt;
21:20:36&amp;lt;!Sven2&amp;gt; Might even want to rename that :P&lt;br /&gt;
21:20:37&amp;lt;!Newton&amp;gt; yes, so?  A goal makes them magically interesting?&lt;br /&gt;
21:21:11&amp;lt; Ringwaul&amp;gt; Freeplay maps without goals are sometimes more fun&lt;br /&gt;
21:21:19&amp;lt; Ringwaul&amp;gt; especially when that goal is Mine out X material&lt;br /&gt;
21:21:20&amp;lt;!Guenther&amp;gt; No. Theyre still scenarios, and scenarios are still what other games call maps. You can create a starcraft map without a goal just fine, I think&lt;br /&gt;
21:21:44&amp;lt;!Sven2&amp;gt; Ringwaul: I disagree here. I never liked maps without goal&lt;br /&gt;
21:21:52&amp;lt;!Maikel&amp;gt; me too&lt;br /&gt;
21:22:20&amp;lt; Ringwaul&amp;gt; If you have a few mates and decide it to be a melee it&#039;s not bad :)&lt;br /&gt;
21:22:23&amp;lt;!Guenther&amp;gt; I had tons of fun with Clonk4 or Clonk Planet maps without a goal. I&#039;m not sure whether a goal would have added to the fun ;-)&lt;br /&gt;
21:22:35&amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
21:22:45&amp;lt;!Guenther&amp;gt; er, scenarios&lt;br /&gt;
21:22:55&amp;lt;!Maikel&amp;gt; hehe&lt;br /&gt;
21:22:59&amp;lt;!Sven2&amp;gt; We might need some free play scenarios because we don&#039;t have an editor or &amp;quot;round options&amp;quot; ATM&lt;br /&gt;
21:23:02&amp;lt; Ringwaul&amp;gt; I think the first release we should remove the buildings&lt;br /&gt;
21:23:15&amp;lt;!Guenther&amp;gt; Anyway, I&#039;m all for including scenarios/maps with the same goal and basic gameplay, if they have different landscapes&lt;br /&gt;
21:23:28&amp;lt; Ringwaul&amp;gt; There&#039;s not much to do in freeplay scenarios for OpenClonk&lt;br /&gt;
21:23:35&amp;lt;!Sven2&amp;gt; Yes, true&lt;br /&gt;
21:23:47&amp;lt; Ringwaul&amp;gt; once we have all the buildings that will be good&lt;br /&gt;
21:23:50&amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
21:23:52&amp;lt;!Newton&amp;gt; err&lt;br /&gt;
21:23:56&amp;lt;!Sven2&amp;gt; I&#039;d be with Guenther, except the other race maps aren&#039;t that great&lt;br /&gt;
21:24:09&amp;lt;!Sven2&amp;gt; So maybe don&#039;t include them until we have at least some decoration to make them more unique&lt;br /&gt;
21:24:16&amp;lt;!Newton&amp;gt; perhaps we should roll up the topic from the other side&lt;br /&gt;
21:24:23&amp;lt;!Newton&amp;gt; first decide what objects we want to have in the game&lt;br /&gt;
21:24:27&amp;lt;!Newton&amp;gt; and what not&lt;br /&gt;
21:24:31&amp;lt;!Newton&amp;gt; I mean till the release&lt;br /&gt;
21:24:36&amp;lt;!Guenther&amp;gt; Yes, quality reasons totally call for exclusion.&lt;br /&gt;
21:24:40&amp;lt;!Newton&amp;gt; and based on that decide which scenarios we will have&lt;br /&gt;
21:24:41&amp;lt; Ringwaul&amp;gt; sounds good&lt;br /&gt;
21:25:18&amp;lt;!Newton&amp;gt; no buildings I heard&lt;br /&gt;
21:25:20&amp;lt;!Guenther&amp;gt; I think creating objects on demand for what a scenario needs is more efficient&lt;br /&gt;
21:25:23&amp;lt; Ringwaul&amp;gt; Aye&lt;br /&gt;
21:25:29&amp;lt;!Sven2&amp;gt; Well, more parkour maps of the style we currently have are certainly not &amp;quot;needed&amp;quot;&lt;br /&gt;
21:26:14&amp;lt; Ringwaul&amp;gt; Since there aren&#039;t enough buildings, it&#039;s silly to have only a couple with are marginally useless&lt;br /&gt;
21:26:17&amp;lt;!Newton&amp;gt; I&#039;d also say: no vehicles, except optionally cannon/catapult/gatling if they are done in time (the release shouldnt be postponed by this)&lt;br /&gt;
21:26:36&amp;lt; Ringwaul&amp;gt; Agreed&lt;br /&gt;
21:26:37&amp;lt;!Newton&amp;gt; Ringwaul: of course the windmills need to stay as decoration... ;-P&lt;br /&gt;
21:26:47&amp;lt;!Sven2&amp;gt; If the catapult is optional, what will remain of Tutorial 2?&lt;br /&gt;
21:27:02&amp;lt;!Newton&amp;gt; I&#039;ll answer you in query&lt;br /&gt;
21:27:11&amp;lt; clonkine&amp;gt; do &amp;quot;we&amp;quot; still have tutorials to test?&lt;br /&gt;
21:27:26&amp;lt;!Sven2&amp;gt; No, we don&#039;t have them yet&lt;br /&gt;
21:27:35&amp;lt; clonkine&amp;gt; k&lt;br /&gt;
21:27:53&amp;lt; Ringwaul&amp;gt; Alright, so the windmill stays, but steam engine and workshop go?&lt;br /&gt;
21:28:08&amp;lt;!Sven2&amp;gt; What&#039;s with the Tools Workshop?&lt;br /&gt;
21:28:35&amp;lt; Ringwaul&amp;gt; It&#039;s a structure mostly for settlement&lt;br /&gt;
21:28:44&amp;lt;!Sven2&amp;gt; I never understood that thing, but I think it was one of the first objects I saw in OC. IT still does nothing?&lt;br /&gt;
21:29:01&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
21:29:05&amp;lt; Ringwaul&amp;gt; It&#039;s supposed to create hammers/axes/shovels etc&lt;br /&gt;
21:29:09&amp;lt; Ringwaul&amp;gt; but it doesn&#039;t function :(&lt;br /&gt;
21:29:10&amp;lt;!Sven2&amp;gt; Nice, then it can be used for decoration ;)&lt;br /&gt;
21:29:36&amp;lt; ck_&amp;gt; Can&#039;t we just take Objects.c4d as it is? If scenarios don&#039;t use it then it&#039;s the same as if it weren&#039;t included in fact...&lt;br /&gt;
21:29:42&amp;lt; ck_&amp;gt; Sven2: Well, one can go inside :)&lt;br /&gt;
21:29:59&amp;lt;!Sven2&amp;gt; Well, that can be taken care of&lt;br /&gt;
21:30:09&amp;lt;!Newton&amp;gt; I don&#039;t see so much of a problem with that either@don&#039;t &amp;quot;clean up&amp;quot; the objects.c4d for a release&lt;br /&gt;
21:30:14&amp;lt;!Sven2&amp;gt; (I thought most bnuildings were to be used from outside?)&lt;br /&gt;
21:30:43&amp;lt; ck_&amp;gt; Sven2: That functionality was from before that has been decided I suppose&lt;br /&gt;
21:30:45&amp;lt;!Newton&amp;gt; (at least the tools workshop, it has not even a door because it is an open shed!)&lt;br /&gt;
21:30:56&amp;lt;!Sven2&amp;gt; Will also check whether Newton remembered to do proper Find_Layer() checks in his controls...&lt;br /&gt;
21:31:06&amp;lt;!Newton&amp;gt; what is Find_Layer?&lt;br /&gt;
21:31:13&amp;lt;!Sven2&amp;gt; Thought so :P&lt;br /&gt;
21:31:26&amp;lt;!Newton&amp;gt; you introduces that just now, didnt you?&lt;br /&gt;
21:31:30&amp;lt;!Newton&amp;gt; *d&lt;br /&gt;
21:31:35&amp;lt;!Sven2&amp;gt; No, it&#039;s been in CR for years&lt;br /&gt;
21:31:38&amp;lt;!Newton&amp;gt; hm&lt;br /&gt;
21:31:42&amp;lt;!Sven2&amp;gt; It&#039;s a way to disable objects for other objects. You can only use stuff when it&#039;s in the same layer.&lt;br /&gt;
21:31:46&amp;lt;!Maikel&amp;gt; no that exits undocumented for years :D&lt;br /&gt;
21:31:51&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
21:31:58&amp;lt;!Newton&amp;gt; anyway, on to items&lt;br /&gt;
21:32:26&amp;lt; Ringwaul&amp;gt; So, no exclusion of unfinished objects? Just not putting them into scnearios?&lt;br /&gt;
21:32:42&amp;lt;!Newton&amp;gt; well, what would speak against this?&lt;br /&gt;
21:32:53&amp;lt; Ringwaul&amp;gt; hmm&lt;br /&gt;
21:32:58&amp;lt; ck_&amp;gt; What&#039;s the difference actually?&lt;br /&gt;
21:32:58&amp;lt;!Maikel&amp;gt; Nothing fundamental&lt;br /&gt;
21:33:02&amp;lt;!Sven2&amp;gt; They should be free of script errors and loading warnings&lt;br /&gt;
21:33:14&amp;lt; Ringwaul&amp;gt; @Sven2 Indeed&lt;br /&gt;
21:33:16&amp;lt; ck_&amp;gt; Developers can play around with them but that&#039;s all&lt;br /&gt;
21:33:20&amp;lt;!Sven2&amp;gt; I think that&#039;s pretty clear, but maybe it should be mentioned in the todo-lkist&lt;br /&gt;
21:34:05-!- Gurkenglas [~Gurkengla@euirc-122681e0.pools.arcor-ip.net] has quit [Ping timeout]&lt;br /&gt;
21:35:32&amp;lt; Ringwaul&amp;gt; So, is that all agreed upon?&lt;br /&gt;
21:35:50&amp;lt;!Sven2&amp;gt; What is the scenario list now?&lt;br /&gt;
21:36:07&amp;lt;!Newton&amp;gt; bow, musket, javelin, !club, !shield, !sword, shovel, !ropeladder, !pickaxe, !grappler, dynamite box, dynamite, boompack&lt;br /&gt;
21:36:08&amp;lt; Ringwaul&amp;gt; Hmm&lt;br /&gt;
21:36:13&amp;lt;!Newton&amp;gt; ! = unfinished&lt;br /&gt;
21:36:14&amp;lt;!Sven2&amp;gt; Tutorial 1+2, The Cavern, Boomrace, Melee&lt;br /&gt;
21:36:14&amp;lt;!Sven2&amp;gt; ?&lt;br /&gt;
21:36:19&amp;lt;!Newton&amp;gt; these are the items which should be included imo&lt;br /&gt;
21:36:26&amp;lt; ck_&amp;gt; Windmills&lt;br /&gt;
21:36:38&amp;lt; Ringwaul&amp;gt; the club isn&#039;t finished?&lt;br /&gt;
21:36:42-!- Gurkenglas [~Gurkengla@euirc-cbadf91d.pools.arcor-ip.net] has joined #openclonk-dev&lt;br /&gt;
21:36:53&amp;lt;!Sven2&amp;gt; Tutorial !1+!2, The Cavern, Boomrace, !Melee, Windmills&lt;br /&gt;
21:37:03&amp;lt;!Newton&amp;gt; well, graphics-wise but also gameplay-wise - I never managed to do anything with it really&lt;br /&gt;
21:37:17&amp;lt;!Sven2&amp;gt; Newton: Jar of Winds?&lt;br /&gt;
21:37:21&amp;lt;!Newton&amp;gt; ah yeah&lt;br /&gt;
21:37:25&amp;lt;!Sven2&amp;gt; Loam&lt;br /&gt;
21:37:35&amp;lt; Ringwaul&amp;gt; All the materials, pretty much&lt;br /&gt;
21:37:46&amp;lt; Ringwaul&amp;gt; resources*&lt;br /&gt;
21:38:00&amp;lt;!Sven2&amp;gt; Yes. Rocks, Gold, Ice, Earth?, Flints&lt;br /&gt;
21:38:09&amp;lt;!Sven2&amp;gt; ,Snow&lt;br /&gt;
21:38:22&amp;lt; Ringwaul&amp;gt; They serve mostly no purpose now apart from throwing at someone&lt;br /&gt;
21:39:21&amp;lt;!Newton&amp;gt; what about hte floating balloon?&lt;br /&gt;
21:39:34&amp;lt;!Newton&amp;gt; I put it under &amp;quot;would be nice but should not delay release&amp;quot;&lt;br /&gt;
21:39:47&amp;lt;!Sven2&amp;gt; What kind of scenario would it be used in?&lt;br /&gt;
21:40:08&amp;lt;!Sven2&amp;gt; We don&#039;t have settlement melees where you would need a balloon to enter the enemy base&lt;br /&gt;
21:40:26&amp;lt; Ringwaul&amp;gt; indeed&lt;br /&gt;
21:40:31&amp;lt;!Newton&amp;gt; the hammer too&lt;br /&gt;
21:40:45&amp;lt;!Sven2&amp;gt; Hammer was not on your list :P&lt;br /&gt;
21:40:50&amp;lt; Ringwaul&amp;gt; The great hammer?&lt;br /&gt;
21:40:52&amp;lt;!Newton&amp;gt; Sven2: not a balloon as a vehicle&lt;br /&gt;
21:41:00&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
21:41:15&amp;lt;!Sven2&amp;gt; I would also love to have trees+dead trees on the list btw. It would be great to have some decoration at least&lt;br /&gt;
21:41:31&amp;lt;!Newton&amp;gt; on the necessary list or the nice-to-have-list?&lt;br /&gt;
21:42:02&amp;lt; Ringwaul&amp;gt; I&#039;d guess nice to have&lt;br /&gt;
21:42:26&amp;lt;!Sven2&amp;gt; Yes, it&#039;s hard to argue they are &amp;quot;needed&amp;quot;&lt;br /&gt;
21:42:35&amp;lt; Ringwaul&amp;gt; Vegetation would be great, but my attempts at implementing things other than grass failed&lt;br /&gt;
21:42:47&amp;lt;!Sven2&amp;gt; Well, grass is something&lt;br /&gt;
21:42:58&amp;lt;!Newton&amp;gt; I still they have to be photoshopped from actual photographs&lt;br /&gt;
21:43:12&amp;lt;!Sven2&amp;gt; Btw, can you color modulate models?&lt;br /&gt;
21:43:22&amp;lt;!Sven2&amp;gt; Like, to make seaweed from grass?&lt;br /&gt;
21:43:26&amp;lt;!Maikel&amp;gt; Ringwaul if you want you can make a stalactite ;)&lt;br /&gt;
21:43:35&amp;lt; Ringwaul&amp;gt; :)&lt;br /&gt;
21:43:35&amp;lt; ck_&amp;gt; Sven2: yes&lt;br /&gt;
21:44:05&amp;lt; Ringwaul&amp;gt; @Maikel Do you have the scripts for that?&lt;br /&gt;
21:44:07&amp;lt;!Newton&amp;gt; for trees, I imagine we will need several attempts to get to some final graphics / model&lt;br /&gt;
21:44:14&amp;lt;!Maikel&amp;gt; I will make it then&lt;br /&gt;
21:44:29&amp;lt; ck_&amp;gt; But does grass have to be a model?&lt;br /&gt;
21:44:44&amp;lt; Ringwaul&amp;gt; No, it&#039;s a sprite&lt;br /&gt;
21:45:01&amp;lt; Ringwaul&amp;gt; 3D grass would murder fps&lt;br /&gt;
21:46:13&amp;lt;!Maikel&amp;gt; Do we need some wiki list for really minor things like: Parkour goal needs a german translation, cp graphics need to be updated, etc?&lt;br /&gt;
21:46:26&amp;lt;!Sven2&amp;gt; We have a bugtracker for that&lt;br /&gt;
21:46:34&amp;lt; ck_&amp;gt; Yeah, should go into the bugtracker&lt;br /&gt;
21:46:54&amp;lt;!Newton&amp;gt; Sven2: btw I made clouds as decoration - I want to see them with parallaxity :P&lt;br /&gt;
21:47:18&amp;lt;!Newton&amp;gt; http://travel.webshots.com/photo/1124791942054106632xTnqUP &amp;lt;= I doubt that rendered seaweed will ever look anything near of what actual seaweed looks like&lt;br /&gt;
21:48:38&amp;lt; Ringwaul&amp;gt; well, it doesn&#039;t hurt if it looks somewhat realistic&lt;br /&gt;
21:48:44&amp;lt; clonkine&amp;gt; hi ck&lt;br /&gt;
21:48:57&amp;lt;!Newton&amp;gt; OK do we need other objects working?&lt;br /&gt;
21:49:11&amp;lt;!Newton&amp;gt; what about backpack GUI integration&lt;br /&gt;
21:49:22&amp;lt;!Newton&amp;gt; backpack showing in the upper left corner&lt;br /&gt;
21:49:27&amp;lt; ck_&amp;gt; clonkine: hey&lt;br /&gt;
21:49:38&amp;lt; Ringwaul&amp;gt; as well as it being a GUI object&lt;br /&gt;
21:49:47&amp;lt;!Newton&amp;gt; use with alt parameter&lt;br /&gt;
21:49:53&amp;lt;!Maikel&amp;gt; I would like to have chests functioning more or less, so that a player can grab objects from other locations than the earth.&lt;br /&gt;
21:49:54&amp;lt;!Newton&amp;gt; and so on&lt;br /&gt;
21:50:10&amp;lt; ck_&amp;gt; how far is the backpack from working well? Do we need it after all?&lt;br /&gt;
21:50:13&amp;lt;!Maikel&amp;gt; Also that needs a model and so&lt;br /&gt;
21:50:16&amp;lt; Ringwaul&amp;gt; Well, containers aren&#039;t fully working afaik&lt;br /&gt;
21:50:25&amp;lt; ck_&amp;gt; I mean, need it for the scenarios we chose before&lt;br /&gt;
21:50:29&amp;lt;!Newton&amp;gt; we dont have containers&lt;br /&gt;
21:50:31&amp;lt;!Newton&amp;gt; other than the chest&lt;br /&gt;
21:51:19&amp;lt;!Newton&amp;gt; ck: yeah pretty much for races but also for melees&lt;br /&gt;
21:52:17&amp;lt;!Newton&amp;gt; phew but I really am not fit to continue the meeting&lt;br /&gt;
21:52:31&amp;lt; Ringwaul&amp;gt; well, we covered a good amount&lt;br /&gt;
21:52:35&amp;lt;!Sven2&amp;gt; There is a bugtracker entry for the clouds?&lt;br /&gt;
21:52:47&amp;lt; Ringwaul&amp;gt; I don&#039;t think there is&lt;br /&gt;
21:53:01&amp;lt;!Newton&amp;gt; if you guys can, I&#039;ll send the log to the one who continues to make notes&lt;br /&gt;
21:53:08&amp;lt;!Newton&amp;gt; its in the forum&lt;br /&gt;
21:53:31&amp;lt;!Sven2&amp;gt; Basically, you need parallax particles?&lt;br /&gt;
21:53:34&amp;lt;!Sven2&amp;gt; I&#039;ll make a bugtracker entry&lt;br /&gt;
21:53:42&amp;lt;!Newton&amp;gt; no, parallax objects&lt;br /&gt;
21:53:48&amp;lt;!Newton&amp;gt; the particles attach to those&lt;br /&gt;
21:54:38&amp;lt;!Sven2&amp;gt; Oh, so it&#039;s a bug?&lt;br /&gt;
21:54:46&amp;lt; Ringwaul&amp;gt; I can make notes on future topics if that&#039;s fine&lt;br /&gt;
21:54:48-!- Matthi [~a@clonk-center.de] has joined #openclonk-dev&lt;br /&gt;
21:54:49&amp;lt;!Sven2&amp;gt; Local particle positions don&#039;t take parallaxity into account?&lt;br /&gt;
21:54:50&amp;lt;!Newton&amp;gt; OK then we do the rest of the points later&lt;br /&gt;
21:54:57&amp;lt;!Newton&amp;gt; I post the log into the forum now&lt;br /&gt;
21:56:09-!- Randrian_ [~randrian@euirc-e0dfb8b3.83.171.161.47.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
21:57:15&amp;lt;!Newton&amp;gt; http://forum.openclonk.org/topic_show.pl?pid=8347;msg=PstChange&lt;br /&gt;
21:57:23&amp;lt;!Newton&amp;gt; we can also have a meeting later that week&lt;br /&gt;
21:57:44&amp;lt;!Newton&amp;gt; I&#039;ll do a doodle later also for the new semester but now I need a pause&lt;br /&gt;
21:57:58&amp;lt; Ringwaul&amp;gt; That&#039;s all for today, then?&lt;br /&gt;
21:58:04&amp;lt;!Maikel&amp;gt; Ok, my semester hasn&#039;t started yet&lt;br /&gt;
21:58:18&amp;lt;!Newton&amp;gt; except you want to continue it. But i am out&lt;br /&gt;
21:58:32&amp;lt; Ringwaul&amp;gt; Oh, alright&lt;br /&gt;
21:58:35&amp;lt;!Maikel&amp;gt; 3h is enough&lt;br /&gt;
21:58:39&amp;lt; Ringwaul&amp;gt; haha&lt;br /&gt;
21:59:04&amp;lt;!Sven2&amp;gt;     Cave race&lt;br /&gt;
21:59:04&amp;lt;!Sven2&amp;gt;     + done?&lt;br /&gt;
21:59:07-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout]&lt;br /&gt;
21:59:11&amp;lt;!Sven2&amp;gt; You mean &amp;quot;The Cavern&amp;quot;, right?&lt;br /&gt;
21:59:38&amp;lt; Ringwaul&amp;gt; I suspect so&lt;br /&gt;
21:59:59&amp;lt;!Maikel&amp;gt; changed that&lt;br /&gt;
22:00:43&amp;lt;!Sven2&amp;gt; Changed it as well&lt;br /&gt;
22:00:49&amp;lt;!Sven2&amp;gt; :P&lt;br /&gt;
22:00:51&amp;lt;!Sven2&amp;gt; And added the materials&lt;br /&gt;
22:00:53&amp;lt;!Newton&amp;gt; yeah, feel free to edit my post if something is not accurate&lt;br /&gt;
22:01:12&amp;lt;!Newton&amp;gt; btw&lt;br /&gt;
22:01:16&amp;lt;!Newton&amp;gt; Defend the Windmills(?)  == TGoW&lt;br /&gt;
22:01:25&amp;lt; Ringwaul&amp;gt; aye&lt;br /&gt;
22:01:26&amp;lt;!Maikel&amp;gt; we need hg for forum posts ;(&lt;br /&gt;
22:01:26&amp;lt;!Newton&amp;gt; The guardians of Windmills&lt;br /&gt;
22:01:27&amp;lt;!Sven2&amp;gt; I missed the secondary used discussion - what happened to the idea of having the other mouse button do secondary use?&lt;br /&gt;
22:01:34&amp;lt;!Sven2&amp;gt; Oh, OK&lt;br /&gt;
22:01:50&amp;lt;!Sven2&amp;gt; Like, you hold down right to dig, then left mouse button starts digging out earth&lt;br /&gt;
22:01:53&amp;lt; ck_&amp;gt; we still don&#039;t have an idea where to possibly get (fullscreen) menu graphics from right?&lt;br /&gt;
22:02:01&amp;lt;!Newton&amp;gt; well that only works for the earth chunks&lt;br /&gt;
22:02:17&amp;lt;!Sven2&amp;gt; ...which was the problem we initially wanted to solve&lt;br /&gt;
22:02:18&amp;lt;!Newton&amp;gt; imagine a magic wand&lt;br /&gt;
22:02:20&amp;lt;!Sven2&amp;gt; Where&#039;s the problem?&lt;br /&gt;
22:02:37&amp;lt;!Sven2&amp;gt; I don&#039;t see a magic wand on the todo list&lt;br /&gt;
22:02:49&amp;lt; Ringwaul&amp;gt; for future purposes&lt;br /&gt;
22:03:00&amp;lt;!Newton&amp;gt; you&#039;d have to start using it (= the magic might already go off at click down) and only then you can activate the secondary function&lt;br /&gt;
22:03:14&amp;lt;!Newton&amp;gt; so the downside in general is: you can only use it when you already started to use primary&lt;br /&gt;
22:03:24&amp;lt;!Newton&amp;gt; also applies for arrow selection&lt;br /&gt;
22:03:46&amp;lt;!Sven2&amp;gt; So we don&#039;t use the most obvious solution, which also works for gamepad, because it conflicts with some other object we don&#039;t even have?&lt;br /&gt;
22:04:03&amp;lt;!Newton&amp;gt; we have the bow&lt;br /&gt;
22:05:02&amp;lt;!Sven2&amp;gt; Well, OK&lt;br /&gt;
22:05:02&amp;lt; Ringwaul&amp;gt; Also, we&#039;d have to change the control scheme upon next release when we have magic or so&lt;br /&gt;
22:05:07&amp;lt; Ringwaul&amp;gt; and that&#039;s probably not great for players&lt;br /&gt;
22:05:14&amp;lt;!Sven2&amp;gt; I guess one could still redefine it to MouseLeft+MouseRight in the player controls :)&lt;br /&gt;
22:05:32&amp;lt;!Sven2&amp;gt; Locally, once the engine supports that&lt;br /&gt;
22:05:38&amp;lt;!Newton&amp;gt; anyway, if you feel that this should be discussed over, I suggest we do it next time, I am really gone now&lt;br /&gt;
22:05:45&amp;lt;!Sven2&amp;gt; Ye, sure&lt;br /&gt;
22:05:49&amp;lt; Ringwaul&amp;gt; seeya&lt;br /&gt;
22:05:59&amp;lt;!Sven2&amp;gt; Better to have a solution right now. We should implement it and give it some time.&lt;br /&gt;
22:07:17&amp;lt; Ringwaul&amp;gt; Also, I&#039;d just like to say the barrel graphics are terrible :p&lt;br /&gt;
22:07:37&amp;lt; Ringwaul&amp;gt; I know they won&#039;t be used in this release but it&#039;s something to think about for the future&lt;br /&gt;
22:08:17&amp;lt;!Sven2&amp;gt; For the startup menu backgrounds, maybe we can just use screenshots of different scenarios&lt;br /&gt;
22:08:34&amp;lt;!Sven2&amp;gt; Maybe apply a few photoshop filters to blur it a bit&lt;br /&gt;
22:08:46&amp;lt; Ringwaul&amp;gt; hmm&lt;br /&gt;
22:09:37&amp;lt; Ringwaul&amp;gt; Probably wouldn&#039;t be so great for the title screen&lt;br /&gt;
22:10:07&amp;lt;!Sven2&amp;gt; Better than a plain gray background&lt;br /&gt;
22:10:10-!- Zapper [~zapper@zap.euirc.net] has joined #openclonk-dev&lt;br /&gt;
22:10:13-!- mode/#openclonk-dev [+ao Zapper Zapper] by ChanServ&lt;br /&gt;
22:10:16&amp;lt; Ringwaul&amp;gt; true&lt;br /&gt;
22:10:41&amp;lt; Ringwaul&amp;gt; We could take some real life pictures&lt;br /&gt;
22:10:43&amp;lt;!Sven2&amp;gt; TGoW blurred to the outside would look OK imo&lt;br /&gt;
22:11:00-!- Randrian_ [~randrian@euirc-e0dfb8b3.83.171.161.47.ip-pool.NEFkom.net] has quit [Quit: Verlassend]&lt;br /&gt;
22:11:04&amp;lt; Ringwaul&amp;gt; Yeah&lt;br /&gt;
22:11:08&amp;lt;!Maikel&amp;gt; No more real life pictures...&lt;br /&gt;
22:11:53&amp;lt; Ringwaul&amp;gt; heh heh&lt;br /&gt;
22:12:12&amp;lt; Ringwaul&amp;gt; I once got a landscape and GIMP&#039;d a blimp onto it&lt;br /&gt;
22:13:10&amp;lt; Ringwaul&amp;gt; Also, should be have some animals like the wipf in the first release&lt;br /&gt;
22:13:24&amp;lt; Ringwaul&amp;gt; It&#039;s fairly iconic of clonk, after all&lt;br /&gt;
22:13:41&amp;lt;!Zapper&amp;gt; They are a good target in a melee weapon tutorial scenario :]&lt;br /&gt;
22:13:50&amp;lt; Ringwaul&amp;gt; :O&lt;br /&gt;
22:13:53&amp;lt;!Maikel&amp;gt; Hm rather not&lt;br /&gt;
22:13:57&amp;lt; Ringwaul&amp;gt; :&amp;lt;&lt;br /&gt;
22:14:08&amp;lt;!Maikel&amp;gt; They can walk in the other toturials&lt;br /&gt;
22:14:17&amp;lt;!Maikel&amp;gt; o&amp;lt;-&amp;gt;u&lt;br /&gt;
22:14:38&amp;lt;!Zapper&amp;gt; They could have a target attached to the back!&lt;br /&gt;
22:14:45&amp;lt;!Zapper&amp;gt; (attached _on_?)&lt;br /&gt;
22:14:52&amp;lt; Ringwaul&amp;gt; :(((((&lt;br /&gt;
22:15:00&amp;lt; Ringwaul&amp;gt; Poor wipfs&lt;br /&gt;
22:15:16&amp;lt; Ringwaul&amp;gt; So that&#039;s why we are always saving the wipfs in Clonk&lt;br /&gt;
22:15:22&amp;lt; Ringwaul&amp;gt; so zapper cannot butcher them&lt;br /&gt;
22:15:29&amp;lt; Ringwaul&amp;gt; xD&lt;br /&gt;
22:15:29&amp;lt; ck_&amp;gt; I don&#039;t think animals should be in the first release. Let&#039;s concentrate on what we have decided up to now and get that done.&lt;br /&gt;
22:15:52&amp;lt; Ringwaul&amp;gt; Hmm, yes&lt;br /&gt;
22:16:04&amp;lt; Ringwaul&amp;gt; But we should definately have them in the second release&lt;br /&gt;
22:16:34&amp;lt; ck_&amp;gt; I can agree on that&lt;br /&gt;
22:18:04&amp;lt; Ringwaul&amp;gt; So, would it be agreed upon that now is the time to stop implementing new objects, and to work to fix &amp;amp; debug clonk?&lt;br /&gt;
22:19:06&amp;lt; ck_&amp;gt; yeah, maybe except for some decoration like trees and stuff&lt;br /&gt;
22:21:34&amp;lt; Ringwaul&amp;gt; Well, that seems about it if I&#039;m not wrong&lt;br /&gt;
22:21:52&amp;lt; Ringwaul&amp;gt; I&lt;br /&gt;
22:21:53&amp;lt;!Maikel&amp;gt; Yeah you can go to bed now :P&lt;br /&gt;
22:22:00&amp;lt; Ringwaul&amp;gt; haha&lt;br /&gt;
22:22:04&amp;lt; Ringwaul&amp;gt; I just had lunch&lt;br /&gt;
22:22:23&amp;lt; Ringwaul&amp;gt; I&#039;ll add those few notes to newton&#039;s post then&lt;br /&gt;
22:22:38&amp;lt;!Maikel&amp;gt; ok&lt;br /&gt;
22:23:35&amp;lt;!Zapper&amp;gt; In which time zone are you again?&lt;br /&gt;
22:23:49&amp;lt; Ringwaul&amp;gt; -8 I believe&lt;br /&gt;
22:24:07&amp;lt; Ringwaul&amp;gt; so I&#039;m 9 hours behind you guys&lt;br /&gt;
22:24:20&amp;lt;!Zapper&amp;gt; ah, okay&lt;br /&gt;
22:27:20&amp;lt;!Guenther&amp;gt; two, at the moment, because of the cursed Sommerzeit/daylight saving&lt;br /&gt;
22:27:58&amp;lt;!Guenther&amp;gt; er, ten&lt;br /&gt;
22:28:46&amp;lt; Ringwaul&amp;gt; oh, wow&lt;br /&gt;
22:30:56&amp;lt;!Loriel&amp;gt; But GMT does DST too, no?&lt;br /&gt;
22:30:58&amp;lt;!Loriel&amp;gt; So it evens out?&lt;br /&gt;
22:31:25&amp;lt;!Guenther&amp;gt; I&#039;m using ‌UTC, which (of course!) doesn&#039;t&lt;br /&gt;
22:31:47&amp;lt;!Guenther&amp;gt; And GMT changing for DST would be news to me&lt;br /&gt;
22:31:58-!- Luchs^away is now known as Luchs&lt;br /&gt;
22:32:13&amp;lt;!Guenther&amp;gt; Also, I know that different parts of the worlds change at different days, for extra fun&lt;br /&gt;
22:32:42&amp;lt;!Loriel&amp;gt; Oh, well&lt;br /&gt;
22:33:10&amp;lt;!Guenther&amp;gt; It would be entirely possible that Ringwaul changes his clock in a few days and is again only 9 hours away ;-)&lt;br /&gt;
22:33:40&amp;lt;!Loriel&amp;gt; Woah, we are indeed GMT+2, I am amazed&lt;br /&gt;
22:33:58&amp;lt; Ringwaul&amp;gt; I am completely confused with all that daylight savings time rubbish&lt;br /&gt;
22:34:07&amp;lt; Ringwaul&amp;gt; x)&lt;br /&gt;
22:34:18&amp;lt; Ringwaul&amp;gt; Did Newton save the IRC log?&lt;br /&gt;
22:34:24&amp;lt;!Guenther&amp;gt; That&#039;s the sign that it&#039;s working as intended&lt;br /&gt;
22:35:31&amp;lt; Ringwaul&amp;gt; :O&lt;br /&gt;
22:35:43&amp;lt; Ringwaul&amp;gt; oh wait, nevermind&lt;br /&gt;
22:39:04&amp;lt; Ringwaul&amp;gt; Since I won&#039;t be at the second part of this weeks meeting, I&#039;d like to suggest arranging Todos&lt;br /&gt;
22:39:25&amp;lt; Ringwaul&amp;gt; and who plans to do those things&lt;br /&gt;
22:40:21-!- Newton [~quassel@euirc-5352c922.adsl.alicedsl.de] has quit [Killed (NickServ (GHOST command used by Newton_))]&lt;br /&gt;
22:40:27&amp;lt; ck_&amp;gt; Do we have a agreed that there will be a second part? when? :o&lt;br /&gt;
22:40:32-!- Newton_ [~quassel@euirc-3a0b5084.adsl.alicedsl.de] has joined #openclonk-dev&lt;br /&gt;
22:40:36&amp;lt; ck_&amp;gt; Isn&#039;t next week&#039;s meeting good enough? ;)&lt;br /&gt;
22:40:58&amp;lt; Ringwaul&amp;gt; Something like that :S&lt;br /&gt;
22:41:16&amp;lt; Ringwaul&amp;gt; Either way, I was only here this week because of easter monday&lt;br /&gt;
22:42:40&amp;lt; Ringwaul&amp;gt; So, as a suggestion for next week&#039;s meeting, todos like a logo, menugraphics and completing the items should be divided among the devs&lt;br /&gt;
22:42:49&amp;lt; Ringwaul&amp;gt; etc.etc.&lt;br /&gt;
22:43:37&amp;lt; Ringwaul&amp;gt; Well, I&#039;m going to go to something other than stare at this monitor&lt;br /&gt;
22:43:42&amp;lt; Ringwaul&amp;gt; bye :)&lt;br /&gt;
22:43:52-!- Ringwaul [IceChat7@euirc-4b964596.dial.bell.ca] has quit [Quit: IceChat - Its what Cool People use]&lt;br /&gt;
22:44:38-!- Maikel [~Maikel@euirc-49e109b6.speed.planet.nl] has quit [Quit: ]&lt;br /&gt;
--- Log closed Mon Apr 05 23:01:25 2010&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=430</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=430"/>
		<updated>2010-03-31T11:04:11Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100405|2010-04-05]] ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-29&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-22&lt;br /&gt;
|Real Life meeting in Offenburg&lt;br /&gt;
|[http://forum.openclonk.org/topic_show.pl?tid=464 Inventory concept] [http://forum.openclonk.org/topic_show.pl?tid=461 Release notes] [http://forum.openclonk.org/topic_show.pl?tid=465 HUD notes]&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-15&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-08&lt;br /&gt;
|[[IRCMeeting/20100308|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-01&lt;br /&gt;
|[[IRCMeeting/20100301|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-22&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Mercurial_Guide&amp;diff=426</id>
		<title>Mercurial Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Mercurial_Guide&amp;diff=426"/>
		<updated>2010-03-15T23:37:34Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Explain that extensions have to be set in the [extensions] section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We&#039;re using [http://en.wikipedia.org/wiki/Mercurial Mercurial] as our distributed version control system. Read the [http://betterexplained.com/articles/intro-to-distributed-version-control-illustrated/ introduction to Mercurial] for a better understanding what Mercurial is and how it works. Also, visit their [http://mercurial.selenic.com/wiki/ Wiki].&lt;br /&gt;
&lt;br /&gt;
== Get the source ==&lt;br /&gt;
&lt;br /&gt;
If you want to get the sources, you need to install Mercurial on your computer, too. [http://bitbucket.org/tortoisehg/stable/wiki/install TortoiseHG] is a GUI for Mercurial which makes using Mercurial much more comfortable. The TortoiseHG website describes how to install it. It&#039;s usage is pretty similar to TortoiseSVN and Co. If you just want to download the OpenClonk source code, you can also install Mercurial without TortoiseHG.&lt;br /&gt;
&lt;br /&gt;
After installing Mercurial, you have to clone the repository. Use the TortoiseHG dialog to clone &amp;lt;code&amp;gt;http://hg.openclonk.org/&amp;lt;/code&amp;gt; or execute this command in a commandline shell:&lt;br /&gt;
 hg clone http://hg.openclonk.org/ openclonk&lt;br /&gt;
If you already cloned the repository and only want to update your local repository, use the Synchronise dialog of TortoiseHG to pull the repository and update. Or execute in the commandline: &lt;br /&gt;
 hg pull --update&lt;br /&gt;
If you are using Windows, [[Building_with_Windows#Get_the_sources|the first part of this tutorial]] will guide you through the steps required to get the sources.&lt;br /&gt;
&lt;br /&gt;
Two tips for somebody new to Mercurial: Ignore the revision numbers, they are only there to mislead you. Pay attention to the changelog id. And activate the &amp;quot;Mercurial Queues&amp;quot; extension to get the &amp;quot;strip&amp;quot; command, with which one can delete changesets that are no longer needed. &lt;br /&gt;
&lt;br /&gt;
== Contribute changes ==&lt;br /&gt;
What you got to do is to make the changes in your working copy of the repository. Then, you commit the changes to your local Mercurial repository and after that export them as a patch (if you only changed source code or text) or as a bundle (if you changed binary files). You can show your piece of code to one of the people with write access to our repository by posting it in the forum. We&#039;ll have a look at the changeset and determine if your changes are fit for incorporating them into the source tree. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Mercurial extensions you really need ===&lt;br /&gt;
&lt;br /&gt;
Add these to your ~/.hgrc (Linux) or %HOMEPATH%/Mercurial.ini (Windows) into the [extensions] section (add it if it does not exist):&lt;br /&gt;
&lt;br /&gt;
  hgext.mq=&lt;br /&gt;
This enables the &amp;quot;strip&amp;quot; command, with which you can remove a unwanted revision. Absolutely necessary, because the great thing about distributed revision control is that one can commit early and often and then go back and clean up, often creating new commits to replace the old ones. But the old ones do not disappear after being abandoned. Or maybe you want to try out some revision from somebody else, and get rid of it afterwards.&lt;br /&gt;
&lt;br /&gt;
  hgext.rebase=&lt;br /&gt;
  hgext.transplant=&lt;br /&gt;
These enable you to reorder history. Essential if you have an experimental feature followed by a bugfix and only want to push the bugfix to the public repository.&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=425</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=425"/>
		<updated>2010-03-09T19:45:11Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100315|2010-03-15]] ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-08&lt;br /&gt;
|[[IRCMeeting/20100308|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-01&lt;br /&gt;
|[[IRCMeeting/20100301|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-22&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100308&amp;diff=424</id>
		<title>IRCMeeting/20100308</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100308&amp;diff=424"/>
		<updated>2010-03-09T19:43:49Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Log for meeting on March 8.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Mimmo_O: Ring menu to be committed soon(?)&lt;br /&gt;
* ck: Investigated animation bug ([http://bugs.openclonk.org/view.php?id=142 #142]) further. Probably not an engine problem.&lt;br /&gt;
** Wrote a simple [http://gitorious.org/ckview OGRE mesh viewer].&lt;br /&gt;
* Quick slot bar for inventory, Clonk might carry up to 5 items with backpack&lt;br /&gt;
** Common items should be quickly accessible without having to eye-scan the inventory&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;19:03:37&amp;lt;!ck&amp;gt; meeting anyone?&lt;br /&gt;
19:04:25&amp;lt;!Zapper&amp;gt; not much time atm - i could tell that I have continued to work on the weapons and am not quite happy with them, though&lt;br /&gt;
19:05:11&amp;lt;!ck&amp;gt; what&#039;s the problem?&lt;br /&gt;
19:05:43&amp;lt;!Zapper&amp;gt; well, my aim is not to make them especially realistic or anything but fun to play - and I have not yet reached that imo&lt;br /&gt;
19:05:54&amp;lt; Randrian_&amp;gt; am am here too. Newton is away at the supermarket but will be back soon he said&lt;br /&gt;
19:05:55&amp;lt;!Zapper&amp;gt; probably because of some minor things. I just have to fiddle around with them I guess&lt;br /&gt;
19:06:31&amp;lt;!ck&amp;gt; so &amp;quot;just&amp;quot; playing around with parameters basically?&lt;br /&gt;
19:06:40&amp;lt;!Mimmo_O&amp;gt; sry for disturbance. how do i give a clonk more inventroy place?&lt;br /&gt;
19:06:53-!- Randrian_ [~randrian@83.171.179.euirc-7ddcc636] has quit [Connection reset by peer]&lt;br /&gt;
19:07:37-!- Randrian_ [~randrian@euirc-ff30a42a.212.114.236.62.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
19:08:28&amp;lt;!Mimmo_O&amp;gt; got it&lt;br /&gt;
19:09:31&amp;lt;!ck&amp;gt; so I did investigate that animation problem (bones at incorrect position, #142) again. Basic conclusion is that I don&#039;t think it&#039;s an engine bug.&lt;br /&gt;
19:09:36&amp;lt;!ck&amp;gt; Randrian_: Maybe we can discuss that after the meeting&lt;br /&gt;
19:11:10&amp;lt; Randrian_&amp;gt; hmm ok&lt;br /&gt;
19:11:27&amp;lt; Randrian_&amp;gt; sounds like i have the &amp;quot;Schwarzen Peter&amp;quot;&lt;br /&gt;
19:14:01&amp;lt;!Mimmo_O&amp;gt; ck:&lt;br /&gt;
19:14:34&amp;lt;!Mimmo_O&amp;gt;  http://84.143.132.17/errors2.jpg those pictures were drawn on the circles via SetGraphics. as you can see, only objects with 3d-models are moved. they move more right, the further i zoom out&lt;br /&gt;
19:15:11&amp;lt;!ck&amp;gt; I have seen a similar behaviour with the HUD lately&lt;br /&gt;
19:15:19&amp;lt;!Mimmo_O&amp;gt; kk&lt;br /&gt;
19:15:25&amp;lt;!ck&amp;gt; not sure whether it&#039;s the same problem&lt;br /&gt;
19:15:59&amp;lt;!ck&amp;gt; Anyway can you file a bug about it?&lt;br /&gt;
19:16:25&amp;lt;!Mimmo_O&amp;gt; i could, but i dont have an account yet&lt;br /&gt;
19:16:31&amp;lt;!Mimmo_O&amp;gt; ill do it later&lt;br /&gt;
19:17:00&amp;lt;!ck&amp;gt; Please don&#039;t forget, or otherwise I might forget about the bug :P&lt;br /&gt;
19:17:07&amp;lt;!ck&amp;gt; thanks :)&lt;br /&gt;
19:17:13&amp;lt;!Mimmo_O&amp;gt; k&lt;br /&gt;
19:17:40&amp;lt;!Mimmo_O&amp;gt; by the way. i have made a ringmenu and i am about to generalize it, for other use. Newton thouht it could be useful&lt;br /&gt;
19:18:55&amp;lt;!ck&amp;gt; hm actually I think this is the same bug as the upperboard bug&lt;br /&gt;
19:19:14&amp;lt;!ck&amp;gt; Which is already filed in the bugtracker ;)&lt;br /&gt;
19:19:56&amp;lt;!ck&amp;gt; sure@ring menu :)&lt;br /&gt;
--- Log closed Mon Mar 08 19:26:55 2010&lt;br /&gt;
--- Log opened Mon Mar 08 19:27:22 2010&lt;br /&gt;
19:27:22-!- ck [~ck@euirc-8e298988.versanet.de] has joined #openclonk-dev&lt;br /&gt;
19:27:22-!- Irssi: #openclonk-dev: Total of 29 nicks [0 ops, 0 halfops, 1 voices, 28 normal]&lt;br /&gt;
19:27:22-!- mode/#openclonk-dev [+ao ck ck] by ChanServ&lt;br /&gt;
19:27:57-!- Irssi: Join to #openclonk-dev was synced in 35 secs&lt;br /&gt;
19:27:58&amp;lt;!Mimmo_O&amp;gt; do you want to test it?&lt;br /&gt;
19:28:15&amp;lt;!ck&amp;gt; Randrian_: Can Blender tell you the x/y/z coordinates of a bone?&lt;br /&gt;
19:28:47&amp;lt; Randrian_&amp;gt; hmm it can tell me some coordinates, but I don&#039;t know if they are the same as ingame.&lt;br /&gt;
--- Log opened Mon Mar 08 19:33:57 2010&lt;br /&gt;
19:33:57-!- ck [~ck@euirc-8e298988.versanet.de] has joined #openclonk-dev&lt;br /&gt;
19:33:57-!- Irssi: #openclonk-dev: Total of 29 nicks [0 ops, 0 halfops, 1 voices, 28 normal]&lt;br /&gt;
19:33:57-!- mode/#openclonk-dev [+ao ck ck] by ChanServ&lt;br /&gt;
19:34:25&amp;lt;!Mimmo_O&amp;gt; ck: do you want to test the ring menu?&lt;br /&gt;
19:34:25&amp;lt;!ck&amp;gt; hnn. Why is nvidia the only vendor who is capable to create graphics drivers which do not crash all the time on Linux!?&lt;br /&gt;
19:34:36-!- Irssi: Join to #openclonk-dev was synced in 39 secs&lt;br /&gt;
19:35:08&amp;lt;!ck&amp;gt; Mimmo_O: not right now, sorry&lt;br /&gt;
19:35:22&amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
19:35:30&amp;lt;!ck&amp;gt; Randrian_: I think I mean the position of the bone relative to the origin of the model&lt;br /&gt;
19:39:25-!- Randrian_ [~randrian@euirc-ff30a42a.212.114.236.62.ip-pool.NEFkom.net] has quit [Ping timeout]&lt;br /&gt;
19:49:16&amp;lt;!Newton&amp;gt; hi, i am here&lt;br /&gt;
19:49:21&amp;lt;!Newton&amp;gt; but much later than expected&lt;br /&gt;
19:49:24&amp;lt;!Newton&amp;gt; so i have to go again&lt;br /&gt;
19:49:37&amp;lt;!Mimmo_O&amp;gt; :&amp;lt;&lt;br /&gt;
19:49:40&amp;lt;!Mimmo_O&amp;gt; ringmenu finished..!&lt;br /&gt;
19:50:13&amp;lt;!Newton&amp;gt; in a few minutes&lt;br /&gt;
19:50:22&amp;lt;!Newton&amp;gt; yeah, read that&lt;br /&gt;
19:50:30&amp;lt;!Newton&amp;gt; I&#039;ll have a look at it later&lt;br /&gt;
19:51:01&amp;lt;!Mimmo_O&amp;gt; since its not  polished yet and maybe need some changes, i wont submit it now&lt;br /&gt;
19:51:16&amp;lt;!Newton&amp;gt; I btw have nothing to report. Well, I finished the TGoW scenario (see blog) and renamed all the IDs plus some minor cleanup stuff&lt;br /&gt;
19:53:15-!- Randrian_ [~randrian@euirc-71fb6b01.83.171.155.103.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
19:53:44&amp;lt;!ck&amp;gt; 19:35:30 &amp;lt;!ck&amp;gt; Randrian_: I think I mean the position of the bone relative to  the origin of the model&lt;br /&gt;
19:55:27&amp;lt;!Newton&amp;gt; well, cya later&lt;br /&gt;
19:55:37-!- Randrian_ [~randrian@euirc-71fb6b01.83.171.155.103.ip-pool.NEFkom.net] has quit [Ping timeout]&lt;br /&gt;
19:55:52&amp;lt;!Mimmo_O&amp;gt; cu&lt;br /&gt;
20:10:22-!- Randrian_ [~randrian@euirc-8b427818.83.171.176.201.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
20:11:52&amp;lt;!ck&amp;gt; 19:53:44 &amp;lt;!ck&amp;gt; 19:35:30 &amp;lt;!ck&amp;gt; Randrian_: I think I mean the position of the  bone relative to  the origin of the model&lt;br /&gt;
20:11:52&amp;lt;!ck&amp;gt; :)&lt;br /&gt;
20:12:34&amp;lt; Randrian_&amp;gt; did you recieve my last posts? &amp;lt;Randrian_&amp;gt; well, i have looked up the bone pos_tool1 in the CarryArms animation. The coordinates blender displays actually change during the animation, while the bone doen&#039;t move during the animation, which seems strange&lt;br /&gt;
20:12:34&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian_&amp;gt; perhaps this is related to this bug.&lt;br /&gt;
20:12:56&amp;lt; Randrian_&amp;gt; seems really stange.&lt;br /&gt;
20:13:07&amp;lt; Randrian_&amp;gt; this could be a result of my rig.&lt;br /&gt;
20:13:37&amp;lt; Randrian_&amp;gt; But I don&#039;t think other games alway use just direct bone animation instead of creating them by poses.&lt;br /&gt;
20:14:10&amp;lt;!ck&amp;gt; what do you mean by that?&lt;br /&gt;
20:14:59&amp;lt;!ck&amp;gt; I wrote a simple mesh viewer using the OGRE libraries and it shows the exact same bone position as the Clonk engine does&lt;br /&gt;
20:15:26&amp;lt;!ck&amp;gt; I also attached the musket in OGRE in the MusketLoadArms animation, and it has the same problem&lt;br /&gt;
20:15:57&amp;lt;!ck&amp;gt; also, the legs of the clonk are &amp;quot;reverted&amp;quot; when (only) playing MusketLoadArms, both in OGRE and in Clonk&lt;br /&gt;
20:16:00&amp;lt; Randrian_&amp;gt; well you can rotate/translate the bones in blender directly. But it is ofthen easier to have a rig with constraints, so that you can say where the foot should go and blender automatically calculated how the bones have to be moved.&lt;br /&gt;
20:16:22-!- Mortimer [~Mortimer@euirc-0650b51d.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
20:16:43&amp;lt;!ck&amp;gt; (see http://arbur.net/clonk/ckview.png)&lt;br /&gt;
20:16:46&amp;lt; Randrian_&amp;gt; well, the legs don&#039;t have keyframes, so there can&#039;t be a fixed behaviour for them I think.&lt;br /&gt;
20:17:05&amp;lt; Randrian_&amp;gt; oh hmm&lt;br /&gt;
20:17:26&amp;lt;!ck&amp;gt; I would have guessed they should just appear as in the unanimated mesh&lt;br /&gt;
20:17:53&amp;lt; Randrian_&amp;gt; btw. can you commit this mesh viewer somewhere? It could be usefull for making meshes.&lt;br /&gt;
20:17:59&amp;lt; Randrian_&amp;gt; hmm, I would have thought so too.&lt;br /&gt;
20:18:22&amp;lt;!ck&amp;gt; It&#039;s in a git repository. I can publish it if you want&lt;br /&gt;
20:18:49&amp;lt; loriel&amp;gt; the best kind of repository&lt;br /&gt;
20:19:15&amp;lt; Randrian_&amp;gt; well, if it has some kind of interface, so that the animations and things aren&#039;t hardcoded.&lt;br /&gt;
20:19:29&amp;lt;!ck&amp;gt; Yes, a command line interface :)&lt;br /&gt;
20:19:37-!- Ape [~ape@euirc-7fdc53a9.dhcp.inet.fi] has quit [Client exited]&lt;br /&gt;
20:19:37-!- Ape3000 [~ape@euirc-7fdc53a9.dhcp.inet.fi] has quit [Client exited]&lt;br /&gt;
20:19:55&amp;lt;!Isilkor&amp;gt; the best kind of interface&lt;br /&gt;
20:20:02&amp;lt; Randrian_&amp;gt; yes, this sould be enough. (at least for me)&lt;br /&gt;
20:20:49&amp;lt;!Zapper&amp;gt; by the way - why did we kicked out the &amp;quot;backpack&amp;quot; inventory space?&lt;br /&gt;
20:21:02&amp;lt; Randrian_&amp;gt; ask newton&lt;br /&gt;
20:21:04&amp;lt; Randrian_&amp;gt; he did it&lt;br /&gt;
20:22:43&amp;lt;!Zapper&amp;gt; :(&lt;br /&gt;
20:23:27&amp;lt; Randrian_&amp;gt; it messed all the levels up with 3 start items&lt;br /&gt;
20:24:01&amp;lt; Matthi&amp;gt; because it&#039;s not just an additional inventory slot, but a low level game design decision to introduce a real inventory&lt;br /&gt;
20:24:31&amp;lt;!Zapper&amp;gt; aaand?&lt;br /&gt;
20:25:43&amp;lt;!ck&amp;gt; Randrian_: So do you think it could be a problem in the mesh or the exporter?&lt;br /&gt;
20:25:46&amp;lt; Matthi&amp;gt; what exaclty are you missing now?&lt;br /&gt;
20:25:58&amp;lt; Matthi&amp;gt; the button which opens the backpack?&lt;br /&gt;
20:27:16&amp;lt;!Zapper&amp;gt; we _have_ a backpack?&lt;br /&gt;
20:27:34&amp;lt;!Zapper&amp;gt; I want &amp;quot;fast&amp;quot; access to more than two items&lt;br /&gt;
20:27:38&amp;lt; Matthi&amp;gt; yes&lt;br /&gt;
20:27:46&amp;lt;!Zapper&amp;gt; currently we dont have one slot more than in CR - we actually have less space&lt;br /&gt;
20:27:49&amp;lt; Matthi&amp;gt; fast as in &amp;quot;press a keyboard button to bring up the inventory&amp;quot;&lt;br /&gt;
20:27:52&amp;lt;!Zapper&amp;gt; considering that we outsource everything as a tool&lt;br /&gt;
20:28:09&amp;lt;!Zapper&amp;gt; if I have to select the item with the mouse afterwards, I wouldnt consider it fast&lt;br /&gt;
20:28:15&amp;lt; Randrian_&amp;gt; ck: yes I think so. Perhaps more in the armature/rig and how blender handles this.&lt;br /&gt;
20:28:32&amp;lt; Matthi&amp;gt; Zapper: Hm.&lt;br /&gt;
20:28:40&amp;lt;!Isilkor&amp;gt; I feel like I should bring up the MGS style inventory again&lt;br /&gt;
20:28:45&amp;lt;!Zapper&amp;gt; I mean: The idea is not bad, since nearly every solution for the 3-space-inventory was only for _3_-space inventories&lt;br /&gt;
20:28:49&amp;lt;!Zapper&amp;gt; mgs?&lt;br /&gt;
20:28:52&amp;lt;!Zapper&amp;gt; metal gear solid?&lt;br /&gt;
20:28:55&amp;lt;!Isilkor&amp;gt; yes&lt;br /&gt;
20:28:56&amp;lt;!Zapper&amp;gt; never played it&lt;br /&gt;
20:29:58&amp;lt;!Zapper&amp;gt; I have nothing against selecting my item from the backpack with the number keys, though&lt;br /&gt;
20:30:07&amp;lt; Matthi&amp;gt; Zapper: but however you turn and twist it, you&#039;d always have some sort of limitation on how many items you can access directly without navigating through the inventory&lt;br /&gt;
20:30:25&amp;lt; Matthi&amp;gt; The question to answer would be &amp;quot;how many different items do you need on speed dial&amp;quot;&lt;br /&gt;
20:30:26&amp;lt;!Zapper&amp;gt; yepp&lt;br /&gt;
20:30:48&amp;lt;!Zapper&amp;gt; I would at least map the number keys to the first (few) row(s) of the backpack&lt;br /&gt;
20:31:04&amp;lt;!Isilkor&amp;gt; all the number keys?&lt;br /&gt;
20:31:05&amp;lt;!Zapper&amp;gt; in &amp;quot;normal&amp;quot; gameplay you would be able to access at least 5 items at a very high speed&lt;br /&gt;
20:31:07&amp;lt;!Zapper&amp;gt; sure&lt;br /&gt;
20:31:20&amp;lt; Matthi&amp;gt; mh, nice idea, but I wouldnt: this would require you to keep your backpack organised all the time&lt;br /&gt;
20:31:28&amp;lt;!Zapper&amp;gt; well&lt;br /&gt;
20:31:35&amp;lt;!Zapper&amp;gt; Not more organized than every other solution not using a mouse&lt;br /&gt;
20:31:46&amp;lt;!Zapper&amp;gt; But I actually find it ok&lt;br /&gt;
20:31:48&amp;lt;!Isilkor&amp;gt; also, it wouldn&#039;t really work well on Newton&#039;s SNES gamepad&lt;br /&gt;
20:31:51&amp;lt;!Isilkor&amp;gt; BAM killer argument&lt;br /&gt;
20:31:55&amp;lt; Matthi&amp;gt; I&#039;d create 5 to 10 &amp;quot;quick access&amp;quot; slots resembling those two we have right now&lt;br /&gt;
20:32:09&amp;lt;!Zapper&amp;gt; without a backpack?&lt;br /&gt;
20:32:12&amp;lt; Matthi&amp;gt; you could then &amp;quot;fill&amp;quot; those with references to backpack-items&lt;br /&gt;
20:32:39&amp;lt;!Zapper&amp;gt; how would that not force the player to organize stuff? :x&lt;br /&gt;
20:32:47&amp;lt;!Zapper&amp;gt; you would actually have to organize even more&lt;br /&gt;
20:32:59&amp;lt; Matthi&amp;gt; no, not really.&lt;br /&gt;
20:33:01&amp;lt; Matthi&amp;gt; Here&#039;s why:&lt;br /&gt;
20:33:12&amp;lt;!Zapper&amp;gt; having the item at the right place in the backpack AND having the slot you want mapped to the right backpack position&lt;br /&gt;
20:33:22&amp;lt; Matthi&amp;gt; Imaging I set my stack of Flints on quick access button &amp;quot;1&amp;quot;.&lt;br /&gt;
20:33:27&amp;lt; Matthi&amp;gt; *Imagine&lt;br /&gt;
20:33:47&amp;lt; Matthi&amp;gt; So, now, I run out of flints, causing my backpack to have an empty spot&lt;br /&gt;
20:34:20&amp;lt; Matthi&amp;gt; I collect a loam now - YOUR system would suddenly have that loam on speed dial 1&lt;br /&gt;
20:34:36&amp;lt; Matthi&amp;gt; mine wouldn&#039;t ;)&lt;br /&gt;
20:34:43&amp;lt; Matthi&amp;gt; let&#039;s take that further&lt;br /&gt;
20:34:51&amp;lt; Matthi&amp;gt; after doing that, I buy new flints&lt;br /&gt;
20:35:11&amp;lt; Matthi&amp;gt; in your system, I&#039;d have to check where in my backpack they went and maybe shift them around&lt;br /&gt;
20:35:45&amp;lt; Matthi&amp;gt; In my system, you wouldn&#039;t have to do a thing, because your speed dial is &amp;quot;use flint&amp;quot;, and that works independant from its backpack-position&lt;br /&gt;
20:35:58&amp;lt;!Zapper&amp;gt; but when your items are not put into speed dial slots automatically you would have to select them every time (maybe in a fast fight!) when you really want to use your collected items&lt;br /&gt;
20:36:27&amp;lt;!Zapper&amp;gt; your system would remember the IDs? So you would have to have one slot for flints, one for superflints and so on?&lt;br /&gt;
20:36:37&amp;lt; Matthi&amp;gt; for example, yes&lt;br /&gt;
20:36:51&amp;lt; Matthi&amp;gt; hm, that argument is also valid @quick access to collected items&lt;br /&gt;
20:36:56&amp;lt; Matthi&amp;gt; tricky&lt;br /&gt;
20:37:16&amp;lt;!Zapper&amp;gt; i&#039;d actually rather put the items on speed dial slots and maybe have to shift them around _after_ the fight than not being able to access the items in the fight :/&lt;br /&gt;
20:37:30&amp;lt;!Zapper&amp;gt; or _before_ the fight when you leave the base&lt;br /&gt;
20:38:07&amp;lt; Matthi&amp;gt; So you are saying, that the quick-dial slots don&#039;t reference the backpack items-slots, but are items-slots themself?&lt;br /&gt;
20:38:17&amp;lt; Matthi&amp;gt; .. works for me&lt;br /&gt;
20:38:28&amp;lt;!Zapper&amp;gt; not necessarily&lt;br /&gt;
20:38:43&amp;lt;!Zapper&amp;gt; they still can reference item slots&lt;br /&gt;
20:38:49&amp;lt;!Zapper&amp;gt; but I would let them reference the first few&lt;br /&gt;
20:38:56&amp;lt;!Zapper&amp;gt; ill be afk right now - clonkine wants to play hon :o&lt;br /&gt;
20:38:56&amp;lt; Matthi&amp;gt; hm&lt;br /&gt;
20:38:58&amp;lt; Matthi&amp;gt; okay&lt;br /&gt;
20:39:07&amp;lt; Matthi&amp;gt; sounds better for fast melees after all&lt;br /&gt;
20:39:18&amp;lt; Matthi&amp;gt; how tells newton that his controls wont work anymore?&lt;br /&gt;
20:39:20&amp;lt; Matthi&amp;gt; *who&lt;br /&gt;
20:40:05&amp;lt;!ck&amp;gt; Randrian_: Ok try &amp;quot;git clone git://gitorious.org/ckview/ckview.git&amp;quot;&lt;br /&gt;
20:40:41&amp;lt; Randrian_&amp;gt; ok, have to install git first&lt;br /&gt;
20:40:56&amp;lt;!ck&amp;gt; You&#039;ll also need ogre dev libs and ois dev libs to compile it&lt;br /&gt;
20:41:11&amp;lt; Randrian_&amp;gt; oh puh...&lt;br /&gt;
20:41:57&amp;lt;!ck&amp;gt; what distribution are you using?&lt;br /&gt;
20:42:42&amp;lt; Randrian_&amp;gt; ehm kubuntu&lt;br /&gt;
20:43:17&amp;lt;!ck&amp;gt; should be quite easy to install there. If I had to guess the package names I&#039;d say ogre-dev and ois-dev. Or maybe libogre-dev and libois-dev ;)&lt;br /&gt;
20:43:53&amp;lt; Randrian_&amp;gt; what is this ois?&lt;br /&gt;
20:44:25&amp;lt;!Isilkor&amp;gt; an input lib&lt;br /&gt;
20:44:55&amp;lt;!Isilkor&amp;gt; libogre-dev and libois-dev are in universe&lt;br /&gt;
20:44:57&amp;lt;!ck&amp;gt; The OGRE example code was using it, so I kept it. Didn&#039;t know it before either :)&lt;br /&gt;
20:45:24&amp;lt;!Isilkor&amp;gt; ck: I think it was part of Ogre before, but they split it out&lt;br /&gt;
20:45:46&amp;lt;!ck&amp;gt; ah, makes sense&lt;br /&gt;
20:58:56&amp;lt; Randrian_&amp;gt; ok mesh viewer works&lt;br /&gt;
20:59:09-!- Luchs^away is now known as luchs&lt;br /&gt;
20:59:16&amp;lt; Randrian_&amp;gt; and I have seen that walk actually doesn&#039;t look very good...&lt;br /&gt;
20:59:33&amp;lt;!ck&amp;gt; You figured out the commandline parameters? Cool ;)&lt;br /&gt;
21:00:07&amp;lt;!ck&amp;gt; There&#039;s also a third one to only show a specific keyframe of an animation&lt;br /&gt;
21:00:11&amp;lt; Randrian_&amp;gt; well first parameter mesh second animation?&lt;br /&gt;
21:01:04&amp;lt; Randrian_&amp;gt; and what about attachments? or at least showing the bones?&lt;br /&gt;
21:01:33&amp;lt;!ck&amp;gt; I hardcoded that for testing, sorry :|&lt;br /&gt;
21:02:11&amp;lt;!ck&amp;gt; Also attachment is not too easy because OGRE does not allow to specify a bone for the attached mesh, just for the one to attach to I think&lt;br /&gt;
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21:03:52&amp;lt; Randrian_&amp;gt; ah ok, I thought you had this already implemented, cause you said you tested it,.,&lt;br /&gt;
21:04:24&amp;lt;!ck&amp;gt; I did, but it&#039;s not in that public repository :)&lt;br /&gt;
21:04:54&amp;lt;!ck&amp;gt; I can give you the code but I didn&#039;t want to commit since it&#039;s not very ugly and hacky and whatnot&lt;br /&gt;
21:05:30&amp;lt; Randrian_&amp;gt; ah ok&lt;br /&gt;
21:05:38&amp;lt;!ck&amp;gt; er&lt;br /&gt;
21:05:42&amp;lt;!ck&amp;gt; it _is_ very ugly ;)&lt;br /&gt;
21:06:33&amp;lt; Randrian_&amp;gt; I didn&#039;t really notice you wrote &amp;quot;it&#039;s not&amp;quot; instad of _is_^^&lt;br /&gt;
21:07:17&amp;lt; Randrian_&amp;gt; but the viewer is already a good tool I think.&lt;br /&gt;
21:07:47&amp;lt; Randrian_&amp;gt; But I&#039;ll hope that I don&#039;t have to change too much with the armature of the clonk... that coule mean to break a lot of animations...&lt;br /&gt;
21:08:05&amp;lt; Randrian_&amp;gt; I already had to redo some animatione when I introduced ellbow control constraints.&lt;br /&gt;
21:08:07&amp;lt;!ck&amp;gt; yeah. Can still be steadily improved. If you have a fix or so for it let me know and I&#039;ll push it&lt;br /&gt;
21:08:27&amp;lt; Randrian_&amp;gt; ok&lt;br /&gt;
21:10:02&amp;lt;!ck&amp;gt; btw I think the clonk model in the repos is not the latest so don&#039;t get confused about that&lt;br /&gt;
21:10:17&amp;lt;!ck&amp;gt; Just because I did get confused ;)&lt;br /&gt;
21:10:49&amp;lt;!ck&amp;gt; It&#039;s just that my version of OGRE (1.6.5) refused to load the current one which was created with a newer version of the XML-&amp;gt;Binary converter&lt;br /&gt;
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21:25:49&amp;lt;!Zapper&amp;gt; ] &amp;lt;Matthi&amp;gt; how tells newton that his controls wont work anymore? &amp;lt;- @his gamepad? well, he can still use the slow selection if he wants to :)&lt;br /&gt;
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21:32:42-!- B_E is now known as b_e&lt;br /&gt;
21:33:22&amp;lt; Matthi&amp;gt; Zapper: to get it together in a short sentence: we&#039;re going to add 3 additional quicklist-slots and a real inventory whose first 5 slots represent those in the quicklist, right?&lt;br /&gt;
21:34:22&amp;lt;!Zapper&amp;gt; I would sign that&lt;br /&gt;
21:34:26&amp;lt;!Zapper&amp;gt; but why 3 here and 5 there?&lt;br /&gt;
21:38:13&amp;lt; Matthi&amp;gt; err&lt;br /&gt;
21:38:16&amp;lt; Matthi&amp;gt; well&lt;br /&gt;
21:38:22&amp;lt; Matthi&amp;gt; we already have 2 in the quicklist&lt;br /&gt;
21:38:22&amp;lt; Matthi&amp;gt; so&lt;br /&gt;
21:38:29&amp;lt; Matthi&amp;gt; add three and you get 5&lt;br /&gt;
21:38:44&amp;lt; Matthi&amp;gt; and those five match the five in the backpack&lt;br /&gt;
21:39:05&amp;lt;!Zapper&amp;gt; so the hands are backpack slots, too?&lt;br /&gt;
21:42:37-!- luchs is now known as Luchs&lt;br /&gt;
21:47:52&amp;lt; Matthi&amp;gt; well, how else would you manage it?&lt;br /&gt;
21:49:25&amp;lt; Matthi&amp;gt; I thought that you could shift hands around in those 5 quick slots, just like before&lt;br /&gt;
21:49:36&amp;lt; Matthi&amp;gt; how else would it be a quick access?&lt;br /&gt;
21:54:17&amp;lt; Randrian_&amp;gt; I would rather swich items around. So you then have Slots: A, B, 1, 2, 3&lt;br /&gt;
21:54:28&amp;lt; Randrian_&amp;gt; and Slots A and B are your hands&lt;br /&gt;
21:55:34&amp;lt; Matthi&amp;gt; so you have 3 different slot-positions with 3 different functions: Hands, Quick-Access and Backpack&lt;br /&gt;
21:55:43&amp;lt; Matthi&amp;gt; I don&#039;t approve&lt;br /&gt;
21:56:21&amp;lt; Matthi&amp;gt; also, switching items kills the basic though behind quick-access: accessing one item by pressing a button i can remember&lt;br /&gt;
21:56:36&amp;lt; Matthi&amp;gt; I put flints on 3, so i expect it to be on three&lt;br /&gt;
21:58:35-!- JCaesar is now known as JC-weg&lt;br /&gt;
21:58:35&amp;lt; Randrian_&amp;gt; hmm, in a normal fight the items (and item types) may switch fast, so I don&#039;t think it is a good thing to set slots just to one object/id&lt;br /&gt;
21:59:31&amp;lt;!Mimmo_O&amp;gt; where is Newtooooon&lt;br /&gt;
22:01:52&amp;lt; Matthi&amp;gt; randrian: but switching item doesn&#039;t help with that problem&lt;br /&gt;
22:02:25&amp;lt; Matthi&amp;gt; If I wan&#039;t another Item than those in my hands right now, I have to press a button, there no way around that&lt;br /&gt;
22:02:29&amp;lt; Matthi&amp;gt; *want&lt;br /&gt;
22:03:30&amp;lt; Randrian_&amp;gt; yes, but if I have 3 slots beside my hands I can press buttons 1-3. But if these slots are just filled when the items are right this isn&#039;t good.&lt;br /&gt;
22:03:59&amp;lt; Randrian_&amp;gt; I would just have two hands and 3 extra slots no additional backpack then. this would be a bit much I think.&lt;br /&gt;
22:04:10&amp;lt; Matthi&amp;gt; 1) No, 2) .. I don&#039;t get it.&lt;br /&gt;
22:04:47&amp;lt; Matthi&amp;gt; I want 5 slots, numbered 1-5&lt;br /&gt;
22:05:06&amp;lt; Matthi&amp;gt; pressing 1 sets my hand to slot 1, pressing 5 sets my hand to slot 5&lt;br /&gt;
22:07:22&amp;lt; Randrian_&amp;gt; What I wanted is just Slot A, B, 1, 2, 3 the first two slots have the hands on it. When I press 1,2 or 3 this item changes with hand A pressing shift (or some other key) and 1, 2, or 3 I change this item with the B Slot (second hand)&lt;br /&gt;
22:07:37&amp;lt; Randrian_&amp;gt; having both items and hands moving around is confusing.&lt;br /&gt;
22:07:51&amp;lt; Randrian_&amp;gt; I think we already discussed that the hands should be static&lt;br /&gt;
22:08:10&amp;lt; Matthi&amp;gt; Did we?&lt;br /&gt;
22:08:19&amp;lt; Matthi&amp;gt; I think that discussion was cut short in the forums&lt;br /&gt;
22:08:46&amp;lt; Matthi&amp;gt; also, items don&#039;t just &amp;quot;move&amp;quot; around&lt;br /&gt;
22:08:50&amp;lt;!Zapper&amp;gt; mh, I would keep the fixed hands and swap items around&lt;br /&gt;
22:08:53&amp;lt;!Zapper&amp;gt; but just swap them - not shift them&lt;br /&gt;
22:09:01&amp;lt; Matthi&amp;gt; ah well&lt;br /&gt;
22:09:05&amp;lt; Matthi&amp;gt; I guess I give up then&lt;br /&gt;
22:09:08&amp;lt;!Zapper&amp;gt; like &amp;quot;swap item in hand A with item on slot 1&amp;quot;&lt;br /&gt;
22:09:24&amp;lt;!Zapper&amp;gt; because the hand thing would not be faster&lt;br /&gt;
22:09:28&amp;lt;!Zapper&amp;gt; considering that you got two hands&lt;br /&gt;
22:09:59&amp;lt;+occ&amp;gt; Randrian * 280ebf55d623 planet (6 files in 2 dirs): new interface for projectile weapons. (only bow yet)&lt;br /&gt;
22:10:19&amp;lt; Matthi&amp;gt; well, I don&#039;t know if we really should keep the two hands&lt;br /&gt;
22:10:38&amp;lt;!Zapper&amp;gt; we got two buttons :)&lt;br /&gt;
22:10:51&amp;lt;!Zapper&amp;gt; i have to go for now!&lt;br /&gt;
22:10:54&amp;lt; Randrian_&amp;gt; well digging without it would be odd. You then have to change a lot around.&lt;br /&gt;
22:10:58&amp;lt;!Zapper&amp;gt; good night&lt;br /&gt;
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22:11:01&amp;lt; Randrian_&amp;gt; and Shield and Sword also wouldn&#039;t work&lt;br /&gt;
22:11:13&amp;lt; Matthi&amp;gt; Yes, &amp;quot;gamedesign follows control&amp;quot; seems like a _really_ good approach on that one&lt;br /&gt;
22:11:42&amp;lt; Randrian_&amp;gt; so, I have designed a new interface the bow with this commit. I hop this makes the bow a bit more robust.&lt;br /&gt;
22:11:58&amp;lt; Matthi&amp;gt; hm, okay @digging / sword-shield&lt;br /&gt;
22:12:01&amp;lt; Randrian_&amp;gt; Does anyone want to test the Windmill scen with this?&lt;br /&gt;
22:12:41&amp;lt; Matthi&amp;gt; but I still don&#039;t think that we need to confuse the player by switching around the items&lt;br /&gt;
22:12:59&amp;lt; Randrian_&amp;gt; well, switching hands confuses even more I think.&lt;br /&gt;
22:13:12&amp;lt; Randrian_&amp;gt; (btw. in CR also the &amp;quot;hand&amp;quot; was fixed and the items moved)&lt;br /&gt;
22:13:19&amp;lt; Randrian_&amp;gt; (but that&#039;s not an argument)&lt;br /&gt;
22:13:47&amp;lt; Matthi&amp;gt; yes, in cr, the items were not accessible otherwise&lt;br /&gt;
22:14:02&amp;lt; Matthi&amp;gt; you could only cycle through them or click on them&lt;br /&gt;
22:14:34&amp;lt; Matthi&amp;gt; now imagine you&#039;d also have shortcuts-buttons for the slots in, lets say, knights&lt;br /&gt;
22:14:41&amp;lt; Matthi&amp;gt; they wouldn&#039;t do any good&lt;br /&gt;
22:14:52&amp;lt; Randrian_&amp;gt; what exactly do you mean?&lt;br /&gt;
22:15:07&amp;lt; Matthi&amp;gt; because you can&#039;t press a button without having looked at your inventory to check which item is where&lt;br /&gt;
22:15:15&amp;lt; Matthi&amp;gt; that takes time and is annoying&lt;br /&gt;
22:16:03&amp;lt; Randrian_&amp;gt; well playing &amp;quot;blind&amp;quot; won&#039;t be possible I think.&lt;br /&gt;
22:16:22&amp;lt; Matthi&amp;gt; thats what I want to archieve&lt;br /&gt;
22:16:48&amp;lt; Randrian_&amp;gt; but you have to much possible objects in clonk to have on button for every object.&lt;br /&gt;
22:16:52&amp;lt; Matthi&amp;gt; for example, having my magic-staff on 5 and my stack of healing items on 4&lt;br /&gt;
22:17:07&amp;lt; Matthi&amp;gt; why would I want to change those positions?&lt;br /&gt;
22:17:22&amp;lt; Matthi&amp;gt; i want to be able to cast magic on a press of 5 and a click for the direction&lt;br /&gt;
22:17:31&amp;lt; Matthi&amp;gt; I want to heal right away on a press of 4&lt;br /&gt;
22:17:40&amp;lt; Matthi&amp;gt; so why should items switch around?&lt;br /&gt;
22:18:26&amp;lt; Randrian_&amp;gt; well, what about having used up your heal potion and collection a new object?&lt;br /&gt;
22:18:31&amp;lt; Randrian_&amp;gt; where should it go?&lt;br /&gt;
22:18:47&amp;lt; Randrian_&amp;gt; when slot 4 is reserved to definition HealPotion&lt;br /&gt;
22:19:51&amp;lt; Matthi&amp;gt; When healing potions are empty, it&#039;s okay to overwrite it, I guess&lt;br /&gt;
22:20:28&amp;lt; Matthi&amp;gt; might be a little bit inconsistent here, but seems a good compromise in order to keep up the speed in melees&lt;br /&gt;
22:20:44&amp;lt; Randrian_&amp;gt; I don&#039;t want the game to consist of always configuring your slots, and which items are alloed to go where.&lt;br /&gt;
22:20:48&amp;lt; Matthi&amp;gt; Also, those &amp;quot;fixed&amp;quot; items would most likely be tools anyway, so they dont &amp;quot;disappear&amp;quot;&lt;br /&gt;
22:22:52&amp;lt; Matthi&amp;gt; configuring your slots ONCE to my own liking is much better than always having to check where my magic staff has gone to now when I need it&lt;br /&gt;
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22:30:48&amp;lt;!Guenther&amp;gt; I haven&#039;t followed the discussion, but ideally, most people wouldn&#039;t need to configure anything, but could simply use the defaults - just like the default controls in CR were used by a lot of people&lt;br /&gt;
22:31:19&amp;lt; Matthi&amp;gt; That&#039;s not what we&#039;re discussing, but you are right anyway ;)&lt;br /&gt;
22:31:56&amp;lt;!Guenther&amp;gt; I realize that.&lt;br /&gt;
22:32:46&amp;lt;!Guenther&amp;gt; You can read is as supporting your position - configuration possibilities are not necessarily bad, if the defaults are decent.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=419</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=419"/>
		<updated>2010-03-02T19:48:05Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100308|2010-03-08]] ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-03-01&lt;br /&gt;
|[[IRCMeeting/20100301|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-22&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100301&amp;diff=418</id>
		<title>IRCMeeting/20100301</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100301&amp;diff=418"/>
		<updated>2010-03-02T19:46:44Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Provide log for Monday&amp;#039;s meeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Isilkor: [http://hg.openclonk.org/openclonk/rev/19d8ca039e8c OGRE binary loader] nearly done, introduces Boost dependency&lt;br /&gt;
* Mimmo_O: Scripted a ring menu, to be used for Workshop-like buildings (selection of things to be built/crafted)&lt;br /&gt;
** Probably not appropriate for Magic&lt;br /&gt;
* ck: Investigated animation bug ([http://bugs.openclonk.org/view.php?id=142 #142]), nothing sustainable so far&lt;br /&gt;
* Reviewed [http://forum.openclonk.org/topic_show.pl?pid=7397#pid7397 Carli&#039;s patch] that removes shareware restriction&lt;br /&gt;
* Soldat-like mouse scrolling annoying for selecting inventory items with the mouse and in developer mode&lt;br /&gt;
** Can it be deactivated?&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;18:59:14-Mimmo_O:#openclonk-dev- bing bing 1900 report in!&lt;br /&gt;
18:59:29 * Mimmo_O !&lt;br /&gt;
18:59:43 * ck &lt;br /&gt;
19:00:33&amp;lt;!Isilkor&amp;gt; http://www.nosebud.de/~nh/clonk/openclonk-10-03-01-17-30.png&lt;br /&gt;
19:01:20&amp;lt;!ck&amp;gt; Isilkor: Is this using DirectX?&lt;br /&gt;
19:01:29&amp;lt;!Mimmo_O&amp;gt; plant people!&lt;br /&gt;
19:01:41&amp;lt;!Isilkor&amp;gt; no, it&#039;s loading from Ogre binary format&lt;br /&gt;
19:01:45&amp;lt;!Isilkor&amp;gt; the animation loading code is still screwy&lt;br /&gt;
19:02:01&amp;lt;!Isilkor&amp;gt; ignoring the animation, all is well: http://www.nosebud.de/~nh/clonk/openclonk-10-03-01-18-42.png&lt;br /&gt;
19:02:17&amp;lt;!ck&amp;gt; cool&lt;br /&gt;
19:03:01&amp;lt;!ck&amp;gt; I investigated a bit the remaining animation bug(s)... no results so far however&lt;br /&gt;
19:03:27&amp;lt;!Isilkor&amp;gt; Also allow me to remark that the binary format is rather weird&lt;br /&gt;
19:03:30&amp;lt;!ck&amp;gt; Guess I&#039;ll write a little tool using ogre to show the animation and then compare what it is doing different then clonk&lt;br /&gt;
19:03:41&amp;lt;!ck&amp;gt; Isilkor: so no 1:1 equivalence with the XML?&lt;br /&gt;
19:03:46&amp;lt;!Isilkor&amp;gt; ck: partially&lt;br /&gt;
19:04:02&amp;lt;!Mimmo_O&amp;gt; anyone wants to report his/her work done in the last week?&lt;br /&gt;
19:04:17&amp;lt;!Isilkor&amp;gt; But the most interesting part is that the format is chunked, and whether some values are present or not depend on the size of the chunks&lt;br /&gt;
19:04:28&amp;lt;!ck&amp;gt; Mimmo_O: I just did. :P&lt;br /&gt;
19:04:39&amp;lt;!Isilkor&amp;gt; I as well :P&lt;br /&gt;
19:04:57&amp;lt; loriel&amp;gt; I did not do anything, hope this helps&lt;br /&gt;
19:05:05&amp;lt;!Isilkor&amp;gt; Oh, also we now have a working 64-bit windows build&lt;br /&gt;
19:05:08&amp;lt; Matthi&amp;gt; And I don&#039;t want to report anything&lt;br /&gt;
19:05:09&amp;lt;!ck&amp;gt; I could also tell you a lot about particle physics I learned last week but I don&#039;t guess this is going to help for OC :P&lt;br /&gt;
19:05:39&amp;lt;!ck&amp;gt; Isilkor: hm. Can&#039;t there be ambiguities that way?&lt;br /&gt;
19:05:50&amp;lt;!CoN^Uni&amp;gt; I did not do anything and don&#039;t want to report&lt;br /&gt;
19:05:59&amp;lt;!Isilkor&amp;gt; ck: what do you have in mind?&lt;br /&gt;
19:06:26&amp;lt;!ck&amp;gt; Isilkor: How do I know which value is missing if a chunk is smaller than &amp;quot;normal&amp;quot;?&lt;br /&gt;
19:06:34&amp;lt;!Isilkor&amp;gt; the last ones&lt;br /&gt;
19:06:46&amp;lt;!Isilkor&amp;gt; also it&#039;s only a few chunks that can be smaller&lt;br /&gt;
19:06:47&amp;lt;!Mimmo_O&amp;gt; i scripted a ring-menu, which is currently in use for magic, but it seems a bit too slow for that. imo it would fit verry good for workshop-buildings. you click/press a button, the menu pops up, and you can quickly select what you want to build/craft.&lt;br /&gt;
19:07:08&amp;lt;!Isilkor&amp;gt; obviously, this is mentioned nowhere in the file format header&lt;br /&gt;
19:07:20&amp;lt;!ck&amp;gt; Isilkor: You could write documentation as you go :P&lt;br /&gt;
19:07:56&amp;lt;!Isilkor&amp;gt; I might&lt;br /&gt;
19:08:28&amp;lt;!Isilkor&amp;gt; But the format is mostly documented, and I&#039;ve currently explained oddities in comments&lt;br /&gt;
19:09:08&amp;lt;!ck&amp;gt; Mimmo_O: you mean it&#039;s too slow to use in a hectic game, not the engine being too slow rendering it?&lt;br /&gt;
19:09:20&amp;lt;!Mimmo_O&amp;gt; yes&lt;br /&gt;
19:09:20&amp;lt;!ck&amp;gt; For magic I liked the combo system in CR...&lt;br /&gt;
19:09:41&amp;lt;!Mimmo_O&amp;gt; me too. but i also like how this ring-menu turned out&lt;br /&gt;
19:10:02&amp;lt;!Isilkor&amp;gt; Also I&#039;m going to give Sven and Peter aneurysms if/when I check this in&lt;br /&gt;
19:10:05&amp;lt;!Mimmo_O&amp;gt; for a lesser amount of spells, this one is still as fast as the combo menu (for me)&lt;br /&gt;
19:10:26&amp;lt;!ck&amp;gt; Isilkor: By depending on boost? :P&lt;br /&gt;
19:10:35&amp;lt;!Mimmo_O&amp;gt; i think if the spellcount is eight or lesser, it might be as fast and accurate as the combomenu&lt;br /&gt;
19:10:59&amp;lt;!Isilkor&amp;gt; ck: By depending on boost in enough places that you can&#039;t simply remove the include and a base class, yes&lt;br /&gt;
19:11:14&amp;lt;!ck&amp;gt; and adding an operator overload!!&lt;br /&gt;
19:11:38&amp;lt;!Mimmo_O&amp;gt; OVERLOAD&lt;br /&gt;
19:11:38&amp;lt;!Isilkor&amp;gt; eh, well, that too ;)&lt;br /&gt;
19:12:03&amp;lt;!Isilkor&amp;gt; but I like boost::ptr_vector well enough to use it in quite a lot of places.&lt;br /&gt;
19:12:24&amp;lt;!ck&amp;gt; Mimmo_O: it does not make sense though to show one menu in certain cases and the other otherwise I think&lt;br /&gt;
19:12:33&amp;lt;!Isilkor&amp;gt; and those templates with boost::enable_if are just to annoy people &amp;gt;:(&lt;br /&gt;
19:13:17&amp;lt;!Mimmo_O&amp;gt; ck: what? you mean having different menus for different objects/buildings/systems?&lt;br /&gt;
19:13:20&amp;lt;!ck&amp;gt; Isn&#039;t boost::ptr_vector easily replacable by a normal vector and a destructor cleaning up?&lt;br /&gt;
19:13:33&amp;lt;!Isilkor&amp;gt; In principle, yes&lt;br /&gt;
19:13:33&amp;lt;!ck&amp;gt; Mimmo_O: No, a different menu for magic depending on the number of available spells&lt;br /&gt;
19:13:53&amp;lt;!Mimmo_O&amp;gt; it wasnt my aim to have different menus&lt;br /&gt;
19:13:59&amp;lt;!Isilkor&amp;gt; but I don&#039;t feel like writing a special try { } catch(...) { /* cleanup */ throw } everywhere&lt;br /&gt;
19:14:01&amp;lt;!ck&amp;gt; I figured, just wanted to make clear :)&lt;br /&gt;
19:14:05&amp;lt;!Isilkor&amp;gt; so I&#039;m using boost::ptr_vector&lt;br /&gt;
19:14:20&amp;lt;!Mimmo_O&amp;gt; as the magic itself is not clear to be the same way as in CR&lt;br /&gt;
19:14:32&amp;lt;!Mimmo_O&amp;gt; in CR, you really had lots of spells&lt;br /&gt;
19:14:59&amp;lt;!ck&amp;gt; Isilkor: I think it could also be used in StdMesh in a few places&lt;br /&gt;
19:15:05&amp;lt;!Isilkor&amp;gt; ck: All of the boost uses are trivially replaceable, but it&#039;s quite a lot of work for almost no gain&lt;br /&gt;
19:15:18&amp;lt;!ck&amp;gt; But I just relied on exceptions not being thrown and went with std::vector :)&lt;br /&gt;
19:15:29&amp;lt;!Mimmo_O&amp;gt; i made a scenario with only 5 spells atm. its playable and for me, it is as funny as many CR-magic-scnearios&lt;br /&gt;
19:15:42&amp;lt;!Isilkor&amp;gt; I&#039;m using exceptions a lot while loading the format&lt;br /&gt;
19:16:06&amp;lt;!Isilkor&amp;gt; And by &amp;quot;a lot&amp;quot; I mean &amp;quot;when there&#039;s errors&amp;quot;, not instead of other structured code ;)&lt;br /&gt;
19:16:32&amp;lt;!ck&amp;gt; yeah, me too. But I just let ~StdMesh() do the cleanup, so no extra code&lt;br /&gt;
19:17:14&amp;lt;!ck&amp;gt; maybe still not wise to end up with an inconsistent mesh if loading fails&lt;br /&gt;
19:17:46&amp;lt; loriel&amp;gt; Okay, so now we can replace the c4script parser with a giant pile of boost.spirit&lt;br /&gt;
19:18:02&amp;lt;!Isilkor&amp;gt; Well, I&#039;m using a few temporary arrays to buffer chunks while I&#039;m turning it into objects that StdMesh understands :)&lt;br /&gt;
19:18:04&amp;lt; loriel&amp;gt; Why should Peter and Sven get all the aneurysms?&lt;br /&gt;
19:18:44&amp;lt;!ck&amp;gt; Isilkor: I see. The StdMesh data structures were chosen to pretty much fit the XML ;)&lt;br /&gt;
19:19:50&amp;lt;!Isilkor&amp;gt; I&#039;m currently turning the binary format into a rather faithful representation in memory, which then in turn gets converted into the StdMesh stuff&lt;br /&gt;
19:20:15&amp;lt;!Isilkor&amp;gt; So the parser is almost self-sufficient&lt;br /&gt;
19:20:58&amp;lt;!Isilkor&amp;gt; I&#039;ve reused the Mesh math code though, becuase there isn&#039;t really a point in having multiple vector and quarternion implementations&lt;br /&gt;
19:21:02&amp;lt;!Isilkor&amp;gt; -r&lt;br /&gt;
19:21:30&amp;lt;!ck&amp;gt; sure&lt;br /&gt;
19:22:05&amp;lt;!Isilkor&amp;gt; oh, since feuermonster just mentioned soldat in another channel&lt;br /&gt;
19:22:14&amp;lt;!Isilkor&amp;gt; I don&#039;t like the soldat-style scrolling we currently have&lt;br /&gt;
19:22:40&amp;lt;!Isilkor&amp;gt; Having your viewport move just because you want to select an item with the mouse sucks&lt;br /&gt;
19:23:10&amp;lt;!ck&amp;gt; yeah, it&#039;s also annoying in developer mode when moving the mouse out of the window to for example select the console window&lt;br /&gt;
19:23:32&amp;lt;!Mimmo_O&amp;gt; Isilkor: i think the same&lt;br /&gt;
19:23:34&amp;lt; loriel&amp;gt; Yeah, thirded&lt;br /&gt;
19:23:38&amp;lt; loriel&amp;gt; or fourthed I guess&lt;br /&gt;
19:23:47&amp;lt;!Mimmo_O&amp;gt; its also annyoing if you have a fast mouse&lt;br /&gt;
19:24:44&amp;lt;!ck&amp;gt; Is anyone of you annoyed enough to create a forum post about it? :P&lt;br /&gt;
--- Log closed Mon Mar 01 19:25:32 2010&lt;br /&gt;
--- Log opened Mon Mar 01 19:26:03 2010&lt;br /&gt;
19:26:03-!- ck_ [~ck@euirc-da126f32.versanet.de] has joined #openclonk-dev&lt;br /&gt;
19:26:03-!- Irssi: #openclonk-dev: Total of 29 nicks [0 ops, 0 halfops, 1 voices, 28 normal]&lt;br /&gt;
19:26:17&amp;lt; ck_&amp;gt; 19:24:44 &amp;lt;!ck&amp;gt; Is anyone of you annoyed enough to create a forum post about it?  :P&lt;br /&gt;
19:26:35&amp;lt;!Mimmo_O&amp;gt; [19:26:54] &amp;lt;!Mimmo_O&amp;gt; sven said it can be disabled, but i havent found a checkbox for that yet&lt;br /&gt;
19:26:44-!- ck [~ck@euirc-8756b4a1.versanet.de] has quit [Ping timeout]&lt;br /&gt;
19:26:45-!- Irssi: Join to #openclonk-dev was synced in 43 secs&lt;br /&gt;
19:26:55&amp;lt; ck_&amp;gt; ah, I didn&#039;t know it was optional already&lt;br /&gt;
19:27:23&amp;lt;!Mimmo_O&amp;gt; i dont know if it is.&lt;br /&gt;
19:28:05&amp;lt; ck_&amp;gt; If Sven says it can be disabled I guess there is a Players.txt entry for it&lt;br /&gt;
19:29:38&amp;lt;!Mimmo_O&amp;gt; dont know&lt;br /&gt;
19:29:56&amp;lt;!Mimmo_O&amp;gt; ck_: do you want to test the ringmenu ?&lt;br /&gt;
19:32:01&amp;lt; ck_&amp;gt; hm, speaking of testing... I also wanted to have a look at Carli&#039;s patch, even if it&#039;s just to make him happy...&lt;br /&gt;
19:32:32&amp;lt;!Isilkor&amp;gt; oh right, I&#039;ll look at it too&lt;br /&gt;
19:32:36&amp;lt; ck_&amp;gt; Mimmo_O: Do you have a patch?&lt;br /&gt;
19:32:59&amp;lt;!Mimmo_O&amp;gt; what? no. i have it build in into a scenario&lt;br /&gt;
19:34:17&amp;lt; ck_&amp;gt; It seems to me that the registeration code is still not fully away... though I&#039;m not sure whether we really want to get fully rid of it... just in case ;)&lt;br /&gt;
19:34:34&amp;lt; ck_&amp;gt; Mimmo_O: A new scenario that is?&lt;br /&gt;
19:35:02&amp;lt;!Mimmo_O&amp;gt; not in the repos and contains five spells, a spellchooser and a spellcaster-object&lt;br /&gt;
19:35:38&amp;lt;!Isilkor&amp;gt; ck_: the C4PlayerInfoListBox.cpp changes don&#039;t go far enough in my opinion&lt;br /&gt;
19:36:07&amp;lt;!Isilkor&amp;gt; he&#039;s doing a deep copy of the player image without any gain, because it&#039;s no longer changed&lt;br /&gt;
19:36:38&amp;lt;!Isilkor&amp;gt; also the facet should be removed if it isn&#039;t used anymore&lt;br /&gt;
19:36:49&amp;lt; ck_&amp;gt; yeah, I was also wondering... he is removing checks like if(pRef-&amp;gt;isRegJoinOnly()) and if(!Config.Registered()), but those functions still continue to exist... we probably don&#039;t need them anymore either though&lt;br /&gt;
19:37:13&amp;lt;!Isilkor&amp;gt; also also this should at the same time remove the &amp;quot;no valid keyfile found&amp;quot; log at startup&lt;br /&gt;
19:38:38-!- CoN^Uni is now known as CoN^off&lt;br /&gt;
19:40:46&amp;lt; ck_&amp;gt; hm. Can tortoisehg&#039;s log viewer show more than 3 lines of context?&lt;br /&gt;
19:41:09&amp;lt; ck_&amp;gt; oh. It can&#039;t even show uncommitted changes. bah.&lt;br /&gt;
19:44:57&amp;lt;!Isilkor&amp;gt; ck_: I think the registration code can be removed in full&lt;br /&gt;
19:46:43-!- Sven2 [_ve_2@goldwipf.de] has joined #openclonk-dev&lt;br /&gt;
19:46:46-!- mode/#openclonk-dev [+ao Sven2 Sven2] by ChanServ&lt;br /&gt;
19:47:14&amp;lt;!Mimmo_O&amp;gt; hey Sven2&lt;br /&gt;
19:48:09&amp;lt;!Sven2&amp;gt; hey&lt;br /&gt;
19:48:57&amp;lt; ck_&amp;gt; Hm the [NOT REGISTERED] thing in the main menu was not removed either&lt;br /&gt;
19:49:19&amp;lt;!Isilkor&amp;gt; hi sven&lt;br /&gt;
19:49:29&amp;lt; ck_&amp;gt; And there is still a &amp;quot;Register now!&amp;quot; button in the credits :)&lt;br /&gt;
19:50:38&amp;lt;!Isilkor&amp;gt; heh. :)&lt;br /&gt;
19:51:02-!- Matthi [~a@clonk-center.de] has quit [Connection reset by peer]&lt;br /&gt;
19:53:16-!- Matthi [~a@clonk-center.de] has joined #openclonk-dev&lt;br /&gt;
19:57:58&amp;lt;!Isilkor&amp;gt; ck_: I approve of his choice of license though, because it allows us to relicense the changes under ISC ;)&lt;br /&gt;
19:58:28-!- B_E is now known as b_e&lt;br /&gt;
19:58:38&amp;lt; ck_&amp;gt; Isilkor: Indeed. I think first he used some CC license until someone pointed out that it does not fit to source code or so ;)&lt;br /&gt;
20:04:31&amp;lt; ck_&amp;gt; Do you want to tell him about these points?&lt;br /&gt;
20:05:22&amp;lt; loriel&amp;gt; I was not sure how the CC-by&#039;s requirement to give attribution would work for a patch :]&lt;br /&gt;
20:06:39&amp;lt;!Isilkor&amp;gt; ck_: can do. Do you have anything besides the things we&#039;ve mentioned?&lt;br /&gt;
20:06:55&amp;lt; ck_&amp;gt; Isilkor: No, otherwise I would have mentioned it :]&lt;br /&gt;
20:06:59&amp;lt;!Isilkor&amp;gt; :P&lt;br /&gt;
20:14:26-!- AlteredARMOR [~armor@109.86.180.euirc-66893ff8] has left #openclonk-dev []&lt;br /&gt;
20:21:04-!- b_e is now known as B_E&lt;br /&gt;
20:24:23&amp;lt;!Isilkor&amp;gt; oh, and you can&#039;t set your own death message without a key&lt;br /&gt;
20:24:47&amp;lt; ck_&amp;gt; Interesting. I didn&#039;t even know there was a restriction&lt;br /&gt;
20:25:14&amp;lt;!Isilkor&amp;gt; I didn&#039;t either, I just asked VS where Config.Registered() was called :)&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100215&amp;diff=324</id>
		<title>IRCMeeting/20100215</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100215&amp;diff=324"/>
		<updated>2010-02-18T12:47:20Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Log+Summary from Monday&amp;#039;s meeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Tested Asmageddon&#039;s [http://forum.openclonk.org/topic_show.pl?tid=316 races], Sven committed to [http://hg.openclonk.org/openclonk/rev/0111f584c7ad hg]&lt;br /&gt;
* [http://bugs.openclonk.org/view.php?id=117 #117] prevents reliable network games&lt;br /&gt;
* Would be good to have an AUTHORS file with all contributors, also to show/scroll them in a credits screen ingame&lt;br /&gt;
** Not sure whether it can be reliably generated from hg, so better manage it manually for now&lt;br /&gt;
* Please use descriptive log messages for hg commits&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;18:47:05-!- ck [~ck@euirc-6004e67d.versanet.de] has joined #openclonk-dev&lt;br /&gt;
18:47:05-!- Irssi: #openclonk-dev: Total of 24 nicks [0 ops, 0 halfops, 1 voices, 23 normal]&lt;br /&gt;
18:47:05-!- mode/#openclonk-dev [+ao ck ck] by ChanServ&lt;br /&gt;
18:47:38-!- Irssi: Join to #openclonk-dev was synced in 33 secs&lt;br /&gt;
18:49:16&amp;lt;!Mimmo_O&amp;gt; ok, ill come a bit later to the meeting. ill join you in about 30 minutes.&lt;br /&gt;
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19:01:38-!- mode/#openclonk-dev [+ao Sven2 Sven2] by ChanServ&lt;br /&gt;
19:02:34&amp;lt;!Sven2&amp;gt; Hey&lt;br /&gt;
19:03:21&amp;lt;!Sven2&amp;gt; No dev meeting today? :(&lt;br /&gt;
19:03:39&amp;lt;!Maikel&amp;gt; Not if there is noone else coming&lt;br /&gt;
19:03:55 * ck is there&lt;br /&gt;
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19:05:54-!- mode/#openclonk-dev [+ao Zapper Zapper] by ChanServ&lt;br /&gt;
19:06:53&amp;lt;!Sven2&amp;gt; Well, since we got a few people here...&lt;br /&gt;
19:07:11&amp;lt;!Sven2&amp;gt; got a few points. First: What do you think about Asmageddon&#039;s races? Shall I just commit them into the parkour folder?&lt;br /&gt;
19:07:17&amp;lt;!Zapper&amp;gt; Anything going on already? :)&lt;br /&gt;
19:07:23&amp;lt;!Zapper&amp;gt; I have to admit I didnt test them yet&lt;br /&gt;
19:07:34&amp;lt;!Zapper&amp;gt; I have some problems with the developers mode&lt;br /&gt;
19:07:36&amp;lt;!Maikel&amp;gt; I&#039;ll have a look now, how many are there?&lt;br /&gt;
19:07:47&amp;lt;!Sven2&amp;gt; It&#039;s dynamic map races, pretty much like your Cavern&lt;br /&gt;
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19:08:35&amp;lt;!Sven2&amp;gt; I think it&#039;s four of them&lt;br /&gt;
19:08:41&amp;lt;!Zapper&amp;gt; mh&lt;br /&gt;
19:08:41&amp;lt;!Maikel&amp;gt; We don&#039;t want numerous scenarios, or?&lt;br /&gt;
19:08:41&amp;lt;!Sven2&amp;gt; Maybe have a game? :)&lt;br /&gt;
19:08:50&amp;lt;!Zapper&amp;gt; ok&lt;br /&gt;
19:08:50&amp;lt;!Maikel&amp;gt; ok&lt;br /&gt;
19:08:55&amp;lt;!Sven2&amp;gt; I don&#039;t know. We don&#039;t really have that much content :P&lt;br /&gt;
19:09:42&amp;lt;!ck&amp;gt; well we can still throw them out later if they don&#039;t meet rising quality standards and nobody cares about them&lt;br /&gt;
19:09:47&amp;lt;!Sven2&amp;gt; Game open&lt;br /&gt;
19:10:07&amp;lt;!Sven2&amp;gt; Yes, I think the same&lt;br /&gt;
19:10:11&amp;lt;!Zapper&amp;gt; uh, my content differs&lt;br /&gt;
19:10:14&amp;lt;!Maikel&amp;gt; I suggest we put in the best 2&lt;br /&gt;
19:10:16 * ck compiles&lt;br /&gt;
19:10:24-!- Newton [~quassel@euirc-8e0e2f7e.adsl.alicedsl.de] has joined #openclonk-dev&lt;br /&gt;
19:10:27-!- mode/#openclonk-dev [+ao Newton Newton] by ChanServ&lt;br /&gt;
19:10:47&amp;lt;!Newton&amp;gt; hi&lt;br /&gt;
19:10:48&amp;lt;!Zapper&amp;gt; oh, 4 changesets&lt;br /&gt;
19:10:54&amp;lt;!Zapper&amp;gt; so, how do I shelve changes again? &amp;lt;.&amp;lt;&lt;br /&gt;
19:10:59&amp;lt;!Sven2&amp;gt; Maikel joined. Seems to work&lt;br /&gt;
19:11:09&amp;lt;!Maikel&amp;gt; hi&lt;br /&gt;
19:11:27&amp;lt;!Sven2&amp;gt; Remember to not have a win32text *decode* hook in Windows. It will check out files in CRLF so your working copy would differ&lt;br /&gt;
19:11:40&amp;lt;!Sven2&amp;gt; Maikel+CK in&lt;br /&gt;
19:11:52&amp;lt;!Zapper&amp;gt; &amp;lt;.&amp;lt;&lt;br /&gt;
19:12:10&amp;lt;!Sven2&amp;gt; Anyway, while we&#039;re waiting&lt;br /&gt;
19:12:21&amp;lt;!Sven2&amp;gt; I wonder how we solve the attribution&lt;br /&gt;
19:12:41&amp;lt;!Sven2&amp;gt; We&#039;ve got a HG change log, but that will become unreadable after a while&lt;br /&gt;
19:13:03&amp;lt;!Sven2&amp;gt; I think we really need a central place to put credits&lt;br /&gt;
19:13:28&amp;lt;!ck&amp;gt; Can&#039;t this be extracted automatically from hg, at least to some extent?&lt;br /&gt;
19:13:48&amp;lt;!ck&amp;gt; There is also a planet/AUTHORS file&lt;br /&gt;
19:13:50&amp;lt;!Sven2&amp;gt; We won&#039;t have trouble writing up all the common contributors using HG. But there will be some people who have contributed just a single sound?&lt;br /&gt;
19:13:50&amp;lt;!Zapper&amp;gt; Sven2, you are using the current tip-version?&lt;br /&gt;
19:13:52&amp;lt;!ck&amp;gt; Not sure how up-to-date it is&lt;br /&gt;
19:14:03&amp;lt;!Sven2&amp;gt; AUTHORS sounds fine&lt;br /&gt;
19:14:21&amp;lt;!Newton&amp;gt; in most new scripts, the first few lines are a short description of the object and its author&lt;br /&gt;
19:14:59&amp;lt;!Sven2&amp;gt; I would prefer to have a central AUTHORS file, which can be used to do a credits screen/credits roll later on&lt;br /&gt;
19:16:12&amp;lt;!Zapper&amp;gt; i&#039;m in the game now&lt;br /&gt;
19:16:14&amp;lt;!Sven2&amp;gt; I mean, if I commit e.g. Asmageddons races, it would be a commit done by me mentioning him in the commit notice. Noone will remember that when we do write up the credits&lt;br /&gt;
19:16:15&amp;lt;!Zapper&amp;gt; shelved my changes&lt;br /&gt;
19:16:21&amp;lt;!Zapper&amp;gt; onto my desktop :/&lt;br /&gt;
19:16:38&amp;lt;!ck&amp;gt; Sven2: No, you&#039;d create a commit with Asmageddon as the author&lt;br /&gt;
19:16:44&amp;lt;!Sven2&amp;gt; Some items such as scenarios have an Author.txt. But other stuff like graphics files dont&lt;br /&gt;
19:17:14&amp;lt;!ck&amp;gt; Not sure how to do that in Tortoise, on the command line it&#039;s just a argument to hg commit&lt;br /&gt;
19:17:16&amp;lt;!Zapper&amp;gt; are we going to keep the author.txt in the scenarios?&lt;br /&gt;
19:17:50&amp;lt;!Sven2&amp;gt; I just think it would be much easier to have an authors file than collect it by hand from two hundred sources&lt;br /&gt;
19:18:01&amp;lt;!Zapper&amp;gt; five are int he lobby now!&lt;br /&gt;
19:18:08&amp;lt;!Zapper&amp;gt; one author file for the project, yes&lt;br /&gt;
19:18:08&amp;lt;!Sven2&amp;gt; OK, I&#039;m starting!&lt;br /&gt;
19:18:20&amp;lt;!Zapper&amp;gt; but not one author file for every scenario that tries to keep track of changes&lt;br /&gt;
19:18:31&amp;lt;!Zapper&amp;gt; oh, I am loading objects.c4d? :o&lt;br /&gt;
19:18:36&amp;lt;!Zapper&amp;gt; 90%&lt;br /&gt;
19:18:47&amp;lt;!Sven2&amp;gt; You guys are loading forever. Hope you arent using debug engines? :(&lt;br /&gt;
19:18:51&amp;lt;!Newton&amp;gt; in the resources repos we keep track of all the authors&lt;br /&gt;
19:18:56&amp;lt;!Newton&amp;gt; in a central file&lt;br /&gt;
19:19:00&amp;lt;!Zapper&amp;gt; imo sven is not uptodate!&lt;br /&gt;
19:19:06&amp;lt;!Maikel&amp;gt; 97%&lt;br /&gt;
19:19:13 * ck joined without loading anything&lt;br /&gt;
19:19:19&amp;lt;!ck&amp;gt; crash :(&lt;br /&gt;
19:19:33&amp;lt;!ck&amp;gt; C4Player::UpdateView again&lt;br /&gt;
19:19:44&amp;lt;!ck&amp;gt; Should have started in debugger :(&lt;br /&gt;
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19:20:18&amp;lt;!Newton&amp;gt; what are you playing?&lt;br /&gt;
19:20:29&amp;lt;!ck&amp;gt; One of Asmageddon&#039;s Races&lt;br /&gt;
19:20:48&amp;lt;!ck&amp;gt; the original question was whether to commit them or not :)&lt;br /&gt;
19:30:46&amp;lt;!Isilkor&amp;gt; Zapper: hg shelve? ;)&lt;br /&gt;
19:31:12&amp;lt;!Isilkor&amp;gt; alternatively, hg qnew -f things-i-changed.patch &amp;amp;&amp;amp; hg qpop &amp;amp;&amp;amp; hg update &amp;amp;&amp;amp; hg qpush&lt;br /&gt;
19:32:45&amp;lt;!Zapper&amp;gt; was alex playing with us? :o&lt;br /&gt;
19:32:47&amp;lt;!Maikel&amp;gt; You did respawn in a stuck location?&lt;br /&gt;
19:32:50&amp;lt;!Sven2&amp;gt; No&lt;br /&gt;
19:32:56&amp;lt;!Zapper&amp;gt; how could he win then!&lt;br /&gt;
19:32:57&amp;lt;!Maikel&amp;gt; that was alteredarmor&lt;br /&gt;
19:33:05&amp;lt;!Sven2&amp;gt; He was in and disconnected&lt;br /&gt;
19:33:10&amp;lt;!Zapper&amp;gt; he had 100%&lt;br /&gt;
19:33:20&amp;lt;!Sven2&amp;gt; The % display is broken I think&lt;br /&gt;
19:33:42&amp;lt;!Sven2&amp;gt; Anyway, how does it determine the arrow for the next checkpoint if they are not ordered? Is it the closest one?&lt;br /&gt;
19:33:54&amp;lt;!Maikel&amp;gt; in the scoreboard, it&#039;s some sort of distance, to the next CP, but it is obsolete with arrows&lt;br /&gt;
19:33:58&amp;lt;!Maikel&amp;gt; yes closest&lt;br /&gt;
19:34:07&amp;lt;!Sven2&amp;gt; For this kind of race it would make sense if it were the lowest&lt;br /&gt;
19:34:39&amp;lt;!Maikel&amp;gt; Can be realized :)&lt;br /&gt;
19:34:50&amp;lt;!Sven2&amp;gt; And people should start randomly either with dynamite or loam in this race&lt;br /&gt;
19:34:58&amp;lt;!Sven2&amp;gt; So you can blast yourself out of being stuck on a checkpoint&lt;br /&gt;
19:35:15&amp;lt;!Sven2&amp;gt; Anyway. Gotta find out how to commit as Asmageddon&lt;br /&gt;
19:35:20&amp;lt;!Maikel&amp;gt; The checkpoint can also clear the area&lt;br /&gt;
19:35:28&amp;lt;!ck&amp;gt; should maybe also use gradient sky only&lt;br /&gt;
19:36:03&amp;lt;!ck&amp;gt; as the sky bitmap does not wrap around vertically&lt;br /&gt;
19:37:59-!- Luchs is now known as luchs&lt;br /&gt;
19:38:40&amp;lt; JCaesar&amp;gt; Sven2: Just change your name?&lt;br /&gt;
19:39:32&amp;lt;!Sven2&amp;gt; Well, which races shall I take?&lt;br /&gt;
19:39:35&amp;lt;!Sven2&amp;gt; All?&lt;br /&gt;
19:40:18&amp;lt;!Maikel&amp;gt; let me look at the others&lt;br /&gt;
19:43:05&amp;lt;!Sven2&amp;gt; JCaesar: Probably the easiest way to do it, yes&lt;br /&gt;
19:43:25&amp;lt;!Zapper&amp;gt; How you you start a game in the developers mode again? dragging it onto the engine doesnt work&lt;br /&gt;
19:43:33&amp;lt;!Zapper&amp;gt; I think my developers mode is broken :(&lt;br /&gt;
19:43:51&amp;lt;!Maikel&amp;gt; cmd.exe&lt;br /&gt;
19:44:09&amp;lt;!Zapper&amp;gt; http://pastebin.com/d272865cd&lt;br /&gt;
19:44:43&amp;lt;!Maikel&amp;gt; planet\ Clonk.exe Scen.c4s&lt;br /&gt;
19:45:06&amp;lt;!Zapper&amp;gt; I did that. Doesnt work&lt;br /&gt;
19:45:24&amp;lt; JCaesar&amp;gt; Did you compile without it?&lt;br /&gt;
19:45:26&amp;lt;!Sven2&amp;gt; Looks like your resources are broken&lt;br /&gt;
19:45:56&amp;lt;!Sven2&amp;gt; Developer mode uses some resources compiled into the executable iirc&lt;br /&gt;
19:46:49&amp;lt;!Zapper&amp;gt; So, what could cmake have done wrong? :o&lt;br /&gt;
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19:48:17&amp;lt;!Mimmo_O&amp;gt; im there, im here.&lt;br /&gt;
19:48:42&amp;lt;!Mimmo_O&amp;gt; anything important happened?&lt;br /&gt;
19:49:01&amp;lt;!Maikel&amp;gt; The design of those other three can definitely be improved, but well that can be done later, so you can commit them all&lt;br /&gt;
19:50:47&amp;lt;!Sven2&amp;gt; OK, thanks&lt;br /&gt;
19:51:02&amp;lt;!Sven2&amp;gt; I&#039;ll just give them some more distinct titles&lt;br /&gt;
19:52:11&amp;lt;!Sven2&amp;gt; Hm. They should have a better icon&lt;br /&gt;
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19:55:50&amp;lt;+occ&amp;gt; Asmageddon * 0111f584c7ad planet/Parkour.c4f (42 files in 5 dirs): Some new dynamic parkour landscapes&lt;br /&gt;
19:56:08&amp;lt;!Sven2&amp;gt; Anyway, last thing on my list: What do you think about loam bridging during SCALE and HANGLE?&lt;br /&gt;
19:56:29&amp;lt;!Sven2&amp;gt; And also other actions during scale and hangle?&lt;br /&gt;
19:57:00&amp;lt;!Newton&amp;gt; during hangle?&lt;br /&gt;
19:57:16&amp;lt;!Maikel&amp;gt; I like the idea in general, but I think some constraints are needed&lt;br /&gt;
19:57:52&amp;lt;!Maikel&amp;gt; A more agile clonk is always good, but there must still be some challenges in getting through a landscape.&lt;br /&gt;
19:59:07&amp;lt;!Mimmo_O&amp;gt; i think scaling is ok, but hangling would be too much&lt;br /&gt;
20:00:11&amp;lt;!Sven2&amp;gt; The challenge is a good point. Right now, it&#039;s really not very hard to get through most of the randomized cave maps if you do not need to blast&lt;br /&gt;
20:00:26&amp;lt;!Sven2&amp;gt; But I wonder if that&#039;s really a bad thing&lt;br /&gt;
20:01:23&amp;lt;!Sven2&amp;gt; If we want challenges, we can go into the direction of &amp;quot;Deep Down&amp;quot; in CR, which would prolly still be pretty hard to play in OC&lt;br /&gt;
20:02:23&amp;lt;!Maikel&amp;gt; Yes indeed, but it has definitely become more easy in OC&lt;br /&gt;
20:02:56&amp;lt;+occ&amp;gt; newton * 352025a591ec planet (6 files in 2 dirs): colorful explosions &amp;amp; boomrace. I want to test this now - who is in?&lt;br /&gt;
20:03:11&amp;lt;!Sven2&amp;gt; OK&lt;br /&gt;
20:03:11&amp;lt;!Maikel&amp;gt; Maybe we should make such a scenario&lt;br /&gt;
20:03:15&amp;lt;!Mimmo_O&amp;gt; me is in&lt;br /&gt;
20:03:27&amp;lt;!Maikel&amp;gt; I am in.&lt;br /&gt;
20:03:32&amp;lt;!Newton&amp;gt; oki&lt;br /&gt;
20:03:38&amp;lt;!Newton&amp;gt; do i need to recompile?&lt;br /&gt;
20:03:40&amp;lt; anakonda&amp;gt; me too&lt;br /&gt;
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20:04:24&amp;lt;!Newton&amp;gt; open&lt;br /&gt;
20:04:26&amp;lt;!Sven2&amp;gt; Depends on when you last compiled? :P&lt;br /&gt;
20:04:39&amp;lt; anakonda&amp;gt; 1 h ago&lt;br /&gt;
20:04:44&amp;lt;!Sven2&amp;gt; Hm, can&#039;t get in :(&lt;br /&gt;
20:04:47&amp;lt;!Sven2&amp;gt; Objects.c4d&lt;br /&gt;
20:04:52&amp;lt;!Newton&amp;gt; hm&lt;br /&gt;
20:04:53&amp;lt;!Mimmo_O&amp;gt; must be your fault!&lt;br /&gt;
20:04:55&amp;lt;!Sven2&amp;gt; Others can join?&lt;br /&gt;
20:04:59&amp;lt;!Mimmo_O&amp;gt; i can&lt;br /&gt;
20:05:00&amp;lt;!Newton&amp;gt; you updated?&lt;br /&gt;
20:05:13&amp;lt;!Newton&amp;gt; + removed all .origs, all empty folders?&lt;br /&gt;
20:05:13&amp;lt;!Sven2&amp;gt; Oh, you just committed&lt;br /&gt;
20:05:15&amp;lt;!Sven2&amp;gt; :D&lt;br /&gt;
20:05:18&amp;lt;!Newton&amp;gt; there should be two empty folders&lt;br /&gt;
20:07:32&amp;lt; Matthi&amp;gt; &amp;quot;[20:04] occ: newton * 352025a591ec planet (6 files in 2 dirs): colorful explosions &amp;amp; boomrace. I want to test this now - who is in?&amp;quot;  &amp;lt;- What the ...?&lt;br /&gt;
20:08:18&amp;lt;!Newton&amp;gt; hm mimmo laggt&lt;br /&gt;
20:09:05&amp;lt;!Isilkor&amp;gt; Okay, I want a policy what goes in the repos and what doesn&#039;t about right now&lt;br /&gt;
20:09:18&amp;lt;!Isilkor&amp;gt; In: tested, working stuff&lt;br /&gt;
20:09:32&amp;lt;!Isilkor&amp;gt; Out: untested stuff people want to try out with their buddies&lt;br /&gt;
20:09:44&amp;lt;!Newton&amp;gt; its working&lt;br /&gt;
20:09:52&amp;lt;!Newton&amp;gt; i meant: playtest it now&lt;br /&gt;
20:09:57&amp;lt;!Isilkor&amp;gt; yes, I know&lt;br /&gt;
20:10:03&amp;lt;!Isilkor&amp;gt; point stands&lt;br /&gt;
20:10:56&amp;lt;!Isilkor&amp;gt; If you need to playtest it still, it isn&#039;t tested&lt;br /&gt;
20:11:11&amp;lt;!Newton&amp;gt; ok after all it was you, mimmo&lt;br /&gt;
20:11:17&amp;lt;!Newton&amp;gt; sorry, that was a &amp;quot;test&amp;quot; ;-P&lt;br /&gt;
20:11:18&amp;lt;!Mimmo_O&amp;gt; :(&lt;br /&gt;
20:11:22&amp;lt;!Isilkor&amp;gt; also that commit message is crap&lt;br /&gt;
20:11:32&amp;lt;!Isilkor&amp;gt; first part is ok, second half isn&#039;t&lt;br /&gt;
20:11:46&amp;lt;!Mimmo_O&amp;gt; darn&lt;br /&gt;
20:11:52&amp;lt;!Mimmo_O&amp;gt; it was the debugbuild&lt;br /&gt;
20:12:25&amp;lt;!Isilkor&amp;gt; Because occ isn&#039;t here to play messenger&lt;br /&gt;
20:12:37&amp;lt;!Isilkor&amp;gt; it&#039;s here to tell people that a new commit has been pushed&lt;br /&gt;
20:15:28&amp;lt;!Newton&amp;gt; so what do you think ;-)&lt;br /&gt;
20:15:47&amp;lt;!Newton&amp;gt; Isilkor: yeah well, but why take it so seriously?@commit msgs&lt;br /&gt;
20:16:02&amp;lt;!Sven2&amp;gt; Really cool race&lt;br /&gt;
20:16:05&amp;lt;!Mimmo_O&amp;gt; rehost it :(&lt;br /&gt;
20:16:08&amp;lt; Matthi&amp;gt; I agree with Isilkor here: &amp;gt;ou should keep in mind that the commit history is neither a _chat_ nor unimportant enough to leave commit messages empty&lt;br /&gt;
20:16:13&amp;lt;!Newton&amp;gt; who would because of that miss some very important changes?&lt;br /&gt;
20:16:14&amp;lt;!Sven2&amp;gt; It&#039;s annoying that you often pick up rocks and stuff&lt;br /&gt;
20:17:05&amp;lt;!Sven2&amp;gt; I don&#039;t mind commit messages. Why are you guys are so protective of the repository?&lt;br /&gt;
20:17:32&amp;lt;!Sven2&amp;gt; It&#039;s a development tool not visible in the final product. Like a scrapboard.&lt;br /&gt;
20:17:43&amp;lt;!Newton&amp;gt; (reopen)&lt;br /&gt;
20:18:05&amp;lt; Matthi&amp;gt; I believe that development tool quality greatly influeces product quality&lt;br /&gt;
20:18:22&amp;lt;!Newton&amp;gt; I could overload the RejectCollect function of the clonk and add MaxContentsCount=2&lt;br /&gt;
20:18:39&amp;lt;!Newton&amp;gt; but after all, first of all its a funny little test - perhaps later I build it into a proper race&lt;br /&gt;
20:19:26&amp;lt;!Sven2&amp;gt; Newton: And allow nothing but rockets?&lt;br /&gt;
20:19:35&amp;lt;!Sven2&amp;gt; Loam can be useful; but I guess it would be a trade off&lt;br /&gt;
20:19:36&amp;lt;!Newton&amp;gt; you mean in earth?&lt;br /&gt;
20:19:46&amp;lt;!Sven2&amp;gt; Just dont allow collection&lt;br /&gt;
20:19:51&amp;lt;!Newton&amp;gt; ah right&lt;br /&gt;
20:19:58&amp;lt;!Sven2&amp;gt; Because it sucks when your inventory is blocked and you dont get rocket respawns&lt;br /&gt;
20:20:24&amp;lt;!Sven2&amp;gt; Well, go?&lt;br /&gt;
20:20:56&amp;lt;!Newton&amp;gt; Matthi: Sure, working with a good IDE will get you further when developing, thus the outcome of your development might be better. but whats your point? &lt;br /&gt;
20:21:44&amp;lt; Matthi&amp;gt; Point is: Just try remember that commit history has a purpose&lt;br /&gt;
20:23:20&amp;lt; Matthi&amp;gt; One not being supported with commit messages like &amp;quot;...&amp;quot; or chat messages&lt;br /&gt;
20:24:20&amp;lt;!Mimmo_O&amp;gt; 2:15.4 :D&lt;br /&gt;
20:24:32&amp;lt;!Mimmo_O&amp;gt; greate one&lt;br /&gt;
20:24:32&amp;lt;!Newton&amp;gt; ui&lt;br /&gt;
20:24:38&amp;lt;!Newton&amp;gt; Matthi: like comments have&lt;br /&gt;
20:24:40&amp;lt;!Mimmo_O&amp;gt; nice scenario&lt;br /&gt;
20:25:06&amp;lt;!Newton&amp;gt; how do you jump off the rocket?&lt;br /&gt;
20:25:13&amp;lt;!Mimmo_O&amp;gt; click again&lt;br /&gt;
20:25:14&amp;lt;!Sven2&amp;gt; Click again?&lt;br /&gt;
20:25:16&amp;lt;!Newton&amp;gt; -do +did&lt;br /&gt;
20:25:17&amp;lt;!Newton&amp;gt; ah ok&lt;br /&gt;
20:25:25&amp;lt;!Newton&amp;gt; because you can either jump&lt;br /&gt;
20:25:25&amp;lt;!Mimmo_O&amp;gt; can you somehow controll them..?&lt;br /&gt;
20:25:33&amp;lt;!Newton&amp;gt; or click again, or rightclick&lt;br /&gt;
20:25:48&amp;lt;!Newton&amp;gt; Mimmo: yes, little bit&lt;br /&gt;
20:25:55&amp;lt;!Newton&amp;gt; but htey are very träge&lt;br /&gt;
20:26:02&amp;lt;!Mimmo_O&amp;gt; i see&lt;br /&gt;
20:26:04&amp;lt;!Newton&amp;gt; with A and D&lt;br /&gt;
20:27:28&amp;lt;!Maikel&amp;gt; some realistic acceleration would be nice&lt;br /&gt;
20:27:47&amp;lt;!Newton&amp;gt; already tried that. It&#039;s not so good&lt;br /&gt;
20:27:59&amp;lt;!Mimmo_O&amp;gt; a quick question&lt;br /&gt;
20:28:07&amp;lt;!Newton&amp;gt; actually it gets even slower&lt;br /&gt;
20:28:16&amp;lt;!Mimmo_O&amp;gt; when you downloaded the repos, what do you also need except from the clonk.exe and c4group?&lt;br /&gt;
20:28:36&amp;lt;!Newton&amp;gt; hm?&lt;br /&gt;
20:28:52&amp;lt;!Mimmo_O&amp;gt; *-downloade *+cloned&lt;br /&gt;
20:29:27&amp;lt;!Newton&amp;gt; I got the whole repository when i cloned it&lt;br /&gt;
20:29:32&amp;lt;!Mimmo_O&amp;gt; friend of mine is just cloning OC onto his rechner&lt;br /&gt;
20:29:39&amp;lt;!Mimmo_O&amp;gt; yes, but you need smoe special files to play&lt;br /&gt;
20:30:08&amp;lt;!Newton&amp;gt; System.c4g f.e.&lt;br /&gt;
20:30:41-!- luchs is now known as Luchs&lt;br /&gt;
20:30:52&amp;lt;!Newton&amp;gt; another time?@race&lt;br /&gt;
20:30:57&amp;lt;!Mimmo_O&amp;gt; sure&lt;br /&gt;
20:31:23&amp;lt;!Mimmo_O&amp;gt; my OC crashed for no reason&lt;br /&gt;
20:31:26&amp;lt;!Mimmo_O&amp;gt; oh&lt;br /&gt;
20:31:27&amp;lt;!Mimmo_O&amp;gt; antivir.&lt;br /&gt;
20:31:47&amp;lt;!Sven2&amp;gt; Could test one of Asmageddon&#039;s instead?&lt;br /&gt;
20:32:18&amp;lt;!Maikel&amp;gt; In team modus preferably&lt;br /&gt;
20:32:39&amp;lt;!Maikel&amp;gt; So I can recognize some bugs, already found one&lt;br /&gt;
20:33:04&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
20:33:12&amp;lt;!Newton&amp;gt; who hosts?&lt;br /&gt;
20:33:23&amp;lt;!Sven2&amp;gt; Not too hard to find bugs ATM :P&lt;br /&gt;
20:33:37&amp;lt;!Maikel&amp;gt; in the parkour goal&lt;br /&gt;
20:33:38&amp;lt;!Sven2&amp;gt; Hosted the cave&lt;br /&gt;
20:33:48&amp;lt;!Sven2&amp;gt; The % display seems to be pretty meaningless&lt;br /&gt;
20:33:52&amp;lt;!Sven2&amp;gt; Maikel in!&lt;br /&gt;
20:33:59&amp;lt;!Maikel&amp;gt; Yes needs to be removed&lt;br /&gt;
20:34:15&amp;lt;!Maikel&amp;gt; Checkpoints and best time should be enough&lt;br /&gt;
20:34:16&amp;lt;!Mimmo_O&amp;gt; Mimmo in&lt;br /&gt;
20:34:26&amp;lt;!Sven2&amp;gt; Newton?&lt;br /&gt;
20:34:39&amp;lt;!Maikel&amp;gt; Are teams not possible?&lt;br /&gt;
20:35:23&amp;lt;!Sven2&amp;gt; Dont know&lt;br /&gt;
20:35:24&amp;lt;!Maikel&amp;gt; Btw: http://www.clonk.de/forum/en/topic_show.pl?tid=1654#pid17311&lt;br /&gt;
20:35:29&amp;lt;!Sven2&amp;gt; NEwton not coming? I&#039;ll just start then&lt;br /&gt;
20:35:51&amp;lt;!Newton&amp;gt; wait&lt;br /&gt;
20:40:38-!- Gurkenglas [~Gurkengla@euirc-4c35b95f.pools.arcor-ip.net] has joined #openclonk-dev&lt;br /&gt;
20:45:19&amp;lt;!Mimmo_O&amp;gt; nooo&lt;br /&gt;
20:45:28&amp;lt;!Newton&amp;gt; everyone lost?&lt;br /&gt;
20:45:40&amp;lt;!Newton&amp;gt; well, its a race&lt;br /&gt;
20:45:41&amp;lt;!Maikel&amp;gt; That was a too close call&lt;br /&gt;
20:45:49&amp;lt;!Maikel&amp;gt; The end sucks&lt;br /&gt;
20:46:02&amp;lt;!Sven2&amp;gt; Yeah. That&#039;s a generic problem with the races right now&lt;br /&gt;
20:46:22&amp;lt;!Maikel&amp;gt; Well digging towards the end is just too slow&lt;br /&gt;
20:46:23&amp;lt;!Sven2&amp;gt; If there is any cahllenge in building/blasting, there will be a strong rubber band effect&lt;br /&gt;
20:46:41&amp;lt;!Maikel&amp;gt; Well not if teams are allowed&lt;br /&gt;
20:46:41&amp;lt;!Newton&amp;gt; hm?&lt;br /&gt;
20:46:50&amp;lt;!Sven2&amp;gt; I guess that could work, yes&lt;br /&gt;
20:47:00&amp;lt;!Maikel&amp;gt; Then one can concentrate on defending a position&lt;br /&gt;
20:47:03&amp;lt;!Maikel&amp;gt; like you did&lt;br /&gt;
20:47:17&amp;lt;!Sven2&amp;gt; Ye. Would have been cool if we had been in a team :)&lt;br /&gt;
20:47:27&amp;lt;!Newton&amp;gt; well lets do it&lt;br /&gt;
20:47:39&amp;lt;!Maikel&amp;gt; Hm teams?&lt;br /&gt;
20:47:48&amp;lt;!Maikel&amp;gt; I don;t get the color problems&lt;br /&gt;
20:47:48&amp;lt;!Sven2&amp;gt; I don&#039;t think the goal can do it&lt;br /&gt;
20:48:05&amp;lt;!Maikel&amp;gt; Just add teams.txt it should work&lt;br /&gt;
20:48:10&amp;lt;!Sven2&amp;gt; OK&lt;br /&gt;
20:48:15&amp;lt;!Sven2&amp;gt; Hm, just remove it&lt;br /&gt;
20:48:19&amp;lt;!Maikel&amp;gt; pinkeln&lt;br /&gt;
20:49:04&amp;lt;!Mimmo_O&amp;gt; another round?&lt;br /&gt;
20:49:11&amp;lt;!Sven2&amp;gt; Now hosting the sky islands with teams&lt;br /&gt;
20:49:43&amp;lt;!Sven2&amp;gt; Hm, no team selection&lt;br /&gt;
20:49:52&amp;lt;!Maikel&amp;gt; goal race?&lt;br /&gt;
20:50:35&amp;lt;!Sven2&amp;gt; Yes. But I wrote Teams.txt now&lt;br /&gt;
20:50:43&amp;lt;!Sven2&amp;gt; [Teams]&lt;br /&gt;
20:50:44&amp;lt;!Sven2&amp;gt; Active=true&lt;br /&gt;
20:50:44&amp;lt;!Sven2&amp;gt; Custom=false&lt;br /&gt;
20:50:44&amp;lt;!Sven2&amp;gt; AllowHostilityChange=true&lt;br /&gt;
20:50:44&amp;lt;!Sven2&amp;gt; AutoGenerateTeams=true&lt;br /&gt;
20:51:23&amp;lt;!Maikel&amp;gt; Does that somehow only work with melee?&lt;br /&gt;
20:51:39&amp;lt;!Newton&amp;gt; ?&lt;br /&gt;
20:51:50&amp;lt;!Sven2&amp;gt; Dont know. Tried again; no luck&lt;br /&gt;
20:51:53&amp;lt;!Sven2&amp;gt; It&#039;s like it&#039;s ignored&lt;br /&gt;
20:51:58&amp;lt;!Sven2&amp;gt; I copied Teams.txt from CoFuT now&lt;br /&gt;
20:52:20&amp;lt;!Maikel&amp;gt; Still failes?&lt;br /&gt;
20:54:59&amp;lt;!Mimmo_O&amp;gt; krasch \o/&lt;br /&gt;
20:58:44&amp;lt;!Sven2&amp;gt; That one&#039;s not really good for team %)&lt;br /&gt;
20:58:45&amp;lt;!Newton&amp;gt; you are in a race&lt;br /&gt;
20:58:46&amp;lt; anakonda&amp;gt; I vs 3&lt;br /&gt;
20:58:51&amp;lt;!Newton&amp;gt; what a unhelpful message&lt;br /&gt;
20:59:06&amp;lt;!Newton&amp;gt; the scoreboard seems to be broken too&lt;br /&gt;
20:59:14&amp;lt;!Maikel&amp;gt; in what way?&lt;br /&gt;
20:59:23&amp;lt;!Sven2&amp;gt; Dont see a problem except the % display&lt;br /&gt;
20:59:37&amp;lt;!Maikel&amp;gt; I had no clue what to display under the goal in four/five wors&lt;br /&gt;
20:59:39&amp;lt;!Maikel&amp;gt; d&lt;br /&gt;
20:59:47&amp;lt;!Sven2&amp;gt; &amp;quot;You suck&amp;quot;&lt;br /&gt;
20:59:53&amp;lt;!Newton&amp;gt; it shows only the % to the next point?&lt;br /&gt;
20:59:54&amp;lt;!Maikel&amp;gt; &amp;quot;Fucking open the scoreboard&amp;quot;&lt;br /&gt;
20:59:55&amp;lt;!Sven2&amp;gt; When you&#039;re last ;)&lt;br /&gt;
21:00:27&amp;lt;!Maikel&amp;gt; Yes newton&lt;br /&gt;
21:00:34&amp;lt;!Newton&amp;gt; like before in Race.c4d: 56% (-4%) for example&lt;br /&gt;
21:00:50&amp;lt;!Maikel&amp;gt; -4%?&lt;br /&gt;
21:00:50&amp;lt;!Sven2&amp;gt; Methinks the check points are enough&lt;br /&gt;
21:00:59&amp;lt;!Newton&amp;gt; that info is not really helping since you dont know how many there are and which checkpoint is the next&lt;br /&gt;
21:01:00&amp;lt;!Maikel&amp;gt; With the arrow, me too&lt;br /&gt;
21:01:01&amp;lt;!Sven2&amp;gt; If we can keep the score board small, it won&#039;t be in the way&lt;br /&gt;
21:01:19&amp;lt;!Sven2&amp;gt; The number of check points is in the scoreboard title?&lt;br /&gt;
21:01:24&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
21:02:53&amp;lt;!Maikel&amp;gt; What&#039;s up with the teams?&lt;br /&gt;
21:03:32&amp;lt;!Sven2&amp;gt; Dont know. My guess is Teams.txt is no longer loaded&lt;br /&gt;
21:04:07&amp;lt;!Maikel&amp;gt; I had it running 1,5 weeks ago in a local network game&lt;br /&gt;
21:04:17&amp;lt;!Sven2&amp;gt; Hm, ok&lt;br /&gt;
21:04:50&amp;lt;!Sven2&amp;gt; Weird. Works now.&lt;br /&gt;
21:05:01&amp;lt;!Sven2&amp;gt; Maybe I was starting from a different folder&lt;br /&gt;
21:05:17&amp;lt;!Maikel&amp;gt; Here too, but that&#039;s my own fault I had it named Teams.txt.txt&lt;br /&gt;
21:05:43&amp;lt;!Maikel&amp;gt; wanna try teams, then join&lt;br /&gt;
21:05:50&amp;lt;!Sven2&amp;gt; ok&lt;br /&gt;
21:06:59&amp;lt;!Mimmo_O&amp;gt; great!&lt;br /&gt;
21:07:06&amp;lt;!Maikel&amp;gt; what happened?&lt;br /&gt;
21:08:23&amp;lt;!Mimmo_O&amp;gt; i got sync loss&lt;br /&gt;
21:08:27&amp;lt;!Mimmo_O&amp;gt; my landscape was also different&lt;br /&gt;
21:08:37&amp;lt;!Mimmo_O&amp;gt; and Phoenix has to leave now&lt;br /&gt;
21:09:06&amp;lt;!Maikel&amp;gt; Sven I had an error trying to kick in the same instance phnix left&lt;br /&gt;
21:09:19&amp;lt;!Maikel&amp;gt; rehost?&lt;br /&gt;
21:09:23&amp;lt;!Sven2&amp;gt; TT&lt;br /&gt;
21:09:23&amp;lt;!Sven2&amp;gt; ok&lt;br /&gt;
21:10:03&amp;lt;!Maikel&amp;gt; What&#039;s the explanation for the missing colors?&lt;br /&gt;
21:10:50&amp;lt; JCaesar&amp;gt; Crash while loading.&lt;br /&gt;
21:14:09&amp;lt; JCaesar&amp;gt; Is the MS sourcecode available?&lt;br /&gt;
21:18:26&amp;lt;!Sven2&amp;gt; !!!&lt;br /&gt;
21:18:29&amp;lt;!Sven2&amp;gt; Imba teamwork&lt;br /&gt;
21:18:29&amp;lt;!Mimmo_O&amp;gt; 1vs2 is unfair :(&lt;br /&gt;
21:18:42&amp;lt;!Maikel&amp;gt; Yes, but I noticed some bugs&lt;br /&gt;
21:19:03&amp;lt;!Maikel&amp;gt; Only one teammember needs to go through a cp, and the arrow does not adapt to that&lt;br /&gt;
21:19:11&amp;lt;!Sven2&amp;gt; Oh&lt;br /&gt;
21:19:19&amp;lt;!Sven2&amp;gt; Wouldve been even easier if I had known that :D&lt;br /&gt;
21:19:26&amp;lt;!Maikel&amp;gt; And sven you already did finish cp8 before going through 9, or?&lt;br /&gt;
21:19:39&amp;lt;!Sven2&amp;gt; I missed 87 first&lt;br /&gt;
21:19:40&amp;lt;!Sven2&amp;gt; 8&lt;br /&gt;
21:19:48&amp;lt;!Maikel&amp;gt; ok, so that&#039;s not a bug&lt;br /&gt;
21:19:53&amp;lt;!Sven2&amp;gt; Didnt realize it was there :)&lt;br /&gt;
21:20:10&amp;lt;!Mimmo_O&amp;gt; im takng a showa&lt;br /&gt;
21:20:26&amp;lt;!Maikel&amp;gt; Can you explain the color problems?&lt;br /&gt;
21:20:41&amp;lt;!Sven2&amp;gt; Yellow not being yellow in game?&lt;br /&gt;
21:20:55&amp;lt;!Maikel&amp;gt; well the cp particles are gone&lt;br /&gt;
21:21:06&amp;lt;!Maikel&amp;gt; or is that just local here&lt;br /&gt;
21:21:29&amp;lt;!Sven2&amp;gt; They&#039;re gone for dark colors I think&lt;br /&gt;
21:21:42&amp;lt;!Sven2&amp;gt; They&#039;re probably drawn additive&lt;br /&gt;
21:21:44&amp;lt;!Maikel&amp;gt; but why/how?&lt;br /&gt;
21:21:45&amp;lt;!Sven2&amp;gt; So black is invisible&lt;br /&gt;
21:23:21&amp;lt;!Maikel&amp;gt; Additive=0&lt;br /&gt;
21:24:45&amp;lt;!Maikel&amp;gt; So multiple winners -&amp;gt; all lose bug is removed&lt;br /&gt;
21:25:14&amp;lt;!Sven2&amp;gt; Hm @Additive&lt;br /&gt;
21:25:20&amp;lt;!Sven2&amp;gt; Would have to reproduce the bug then&lt;br /&gt;
21:25:22&amp;lt;!Sven2&amp;gt; It never happens for my player&lt;br /&gt;
21:26:06&amp;lt;!Maikel&amp;gt; The cp is displayed correctly at your pc?&lt;br /&gt;
21:27:47&amp;lt;!Sven2&amp;gt; If I race, yes&lt;br /&gt;
21:27:56&amp;lt;!Sven2&amp;gt; But in network, for some players the sections were just missing&lt;br /&gt;
21:28:09&amp;lt;!Maikel&amp;gt; yes that problem I have too&lt;br /&gt;
21:28:20&amp;lt;!Sven2&amp;gt; You&#039;re using GetPlrColor btw?&lt;br /&gt;
21:28:32&amp;lt;!Maikel&amp;gt; yes, there is nothing else&lt;br /&gt;
21:28:34&amp;lt;!Sven2&amp;gt; That&#039;s a weird way to do it. It&#039;s using GetPlayerInfoCoreVal I think&lt;br /&gt;
21:28:48&amp;lt;!Maikel&amp;gt; Someone removed the engine function I gues&lt;br /&gt;
21:29:01&amp;lt;!Sven2&amp;gt; Cool&lt;br /&gt;
21:30:31&amp;lt;!Maikel&amp;gt; Nothing there in Script.cpp&lt;br /&gt;
21:30:47&amp;lt;!Sven2&amp;gt; Well, it should be the same I guess&lt;br /&gt;
21:31:29&amp;lt;!Sven2&amp;gt; It&#039;s using GetPlayerVal. Just a very inefficient method for one of the most used functions&lt;br /&gt;
21:31:56&amp;lt;!Maikel&amp;gt; But it is network safe?&lt;br /&gt;
21:32:03&amp;lt;!Sven2&amp;gt; Yes, should be&lt;br /&gt;
21:35:15&amp;lt;!Maikel&amp;gt; Is the double throw wanted?&lt;br /&gt;
21:39:17&amp;lt;!Sven2&amp;gt; Don&#039;t know. It bugs me quite often&lt;br /&gt;
21:39:33&amp;lt;!Maikel&amp;gt; Yes I can&#039;t click that fast&lt;br /&gt;
21:39:48&amp;lt;!Maikel&amp;gt; *bug report&lt;br /&gt;
21:41:05-!- Mortimer [~Mortimer@euirc-230ffc0b.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
21:55:15&amp;lt;+occ&amp;gt; newton * d9147cdad572 planet (5 files in 2 dirs): boomrace update&lt;br /&gt;
21:55:15&amp;lt;+occ&amp;gt; newton * c2ee8b1947f6 planet/Tests.c4f/boomrace.c4s/System.c4g (Boompack.c Clonk.c): boomrace update #2&lt;br /&gt;
21:55:55&amp;lt;!Mimmo_O&amp;gt; hostit Newton&lt;br /&gt;
21:56:30&amp;lt;!Newton&amp;gt; open&lt;br /&gt;
22:02:37&amp;lt;!Mimmo_O&amp;gt; noo&lt;br /&gt;
22:02:50&amp;lt;!Newton&amp;gt; yaaaay&lt;br /&gt;
22:02:55&amp;lt;!Newton&amp;gt; round open&lt;br /&gt;
22:08:49&amp;lt;!Mimmo_O&amp;gt; :)&lt;br /&gt;
22:09:00&amp;lt;!Newton&amp;gt; interesting&lt;br /&gt;
22:09:11&amp;lt;!Newton&amp;gt; my flatmate wanted to hold the mouse button&lt;br /&gt;
22:09:24&amp;lt;!Newton&amp;gt; to use the rocket, then let go to ... let go of the rocket&lt;br /&gt;
22:09:54&amp;lt;!Mimmo_O&amp;gt; this could also be an idea&lt;br /&gt;
22:10:00&amp;lt;!Mimmo_O&amp;gt; i think it would also be better&lt;br /&gt;
22:10:22&amp;lt;!Mimmo_O&amp;gt; if you want to leave the rocket but press to late&lt;br /&gt;
22:10:26&amp;lt;!Mimmo_O&amp;gt; you maybe use another object&lt;br /&gt;
22:13:38-!- Ape [~ape@88.193.0.euirc-fdc0a58a] has quit [Client exited]&lt;br /&gt;
22:31:47&amp;lt;!Newton&amp;gt; who wants to make (fireworks) rocket sounds with his microphone??? :)&lt;br /&gt;
22:51:55&amp;lt;!Mimmo_O&amp;gt; *tshoooo.... pfft.*&lt;br /&gt;
22:52:14&amp;lt; JCaesar&amp;gt; *tries*&lt;br /&gt;
22:53:01&amp;lt;!Mimmo_O&amp;gt; im off naw&lt;br /&gt;
22:53:04&amp;lt;!Mimmo_O&amp;gt; good naight&lt;br /&gt;
22:53:07-!- Mimmo_O [~mimmoisgr@euirc-e72742e4.dip0.t-ipconnect.de] has quit [Quit: ]&lt;br /&gt;
22:53:25&amp;lt; JCaesar&amp;gt; Nah, sound&#039;s crappy.&lt;br /&gt;
22:55:25-!- Mortimer [~Mortimer@euirc-230ffc0b.dip.t-dialin.net] has quit [Quit: Mortimer]&lt;br /&gt;
23:00:53-!- Randrian [~randrian@der.richard.im.euirc.net] has joined #openclonk-dev&lt;br /&gt;
23:00:53-!- mode/#openclonk-dev [+ao Randrian Randrian] by ChanServ&lt;br /&gt;
23:01:46&amp;lt;!Randrian&amp;gt; hello, sorry, that I couldn&#039;t attend the meeting, I was lerning for a test with a friend.&lt;br /&gt;
23:02:36&amp;lt;!Maikel&amp;gt; You didn&#039;t miss anything, we started only with four people, and ended up playing some scenarios&lt;br /&gt;
23:03:23&amp;lt;!ck&amp;gt; Randrian: Can you live with that bone bug for a while?&lt;br /&gt;
23:03:41&amp;lt;!Newton&amp;gt; ck: I posted 4 new bugs for you :P&lt;br /&gt;
23:04:02&amp;lt;!ck&amp;gt; It&#039;s unlikely that I get much done for the next two or three weeks&lt;br /&gt;
23:04:03&amp;lt;!Randrian&amp;gt; well, then we have to live with no good animation  for the boompack&lt;br /&gt;
23:04:19&amp;lt;!Randrian&amp;gt; and the dynamite box animations also look wierd then.&lt;br /&gt;
23:04:25&amp;lt;!ck&amp;gt; have to learn for an exam, and I&#039;m also being paid to do some work on Gobby&lt;br /&gt;
23:04:49&amp;lt;!Randrian&amp;gt; yeah, I understand.&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=323</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=323"/>
		<updated>2010-02-18T12:36:16Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Link to log for Monday&amp;#039;s meeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100222|2010-02-22]] ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-15&lt;br /&gt;
|[[IRCMeeting/20100215|IRC Log]]&lt;br /&gt;
|Mini meeting, mostly consisted of playing test rounds&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=322</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=322"/>
		<updated>2010-02-08T23:20:39Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: items can be attached&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a somewhat &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: {{Bug|66}}, {{Bug|62}}, {{Bug|67}}, {{Bug|98}}, {{Bug|99}}, {{Bug|100}}, {{Bug|72}}&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* &amp;lt;s&amp;gt;Meshes of items must be attachable to the clonk for animations (ck)&amp;lt;/s&amp;gt; (has been implemented)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield) (Zapper?)&lt;br /&gt;
#* Bow (maybe with other arrow types too) (Zapper?)&lt;br /&gt;
#* Musket (Zapper?)&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=321</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=321"/>
		<updated>2010-02-08T23:06:19Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: link to today&amp;#039;s log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== [[IRCMeeting/20100215|2010-02-15]] ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-08&lt;br /&gt;
|[[IRCMeeting/20100208|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100208&amp;diff=320</id>
		<title>IRCMeeting/20100208</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100208&amp;diff=320"/>
		<updated>2010-02-08T23:03:44Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Today&amp;#039;s meeting log+summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Isilkor: Is working on a loader for the binary ogre mesh format, to speed up loading&lt;br /&gt;
* Newton: Added SNES-like controls, added nightly builds and Masterserver to oc.org&lt;br /&gt;
* Maikel: Did random experiments with rope, melee goal and disasters, nothing sustainable so far&lt;br /&gt;
** Standard background for Goals/Rules/Environment graphics? Discussion in the [http://forum.openclonk.org/topic_show.pl?tid=364 forums].&lt;br /&gt;
* ck: Set up nightly builds, implemented perspective mesh rendering for pictures&lt;br /&gt;
* Sven: Work on making messages work again in preparation for tutorial scenario(s)&lt;br /&gt;
* How to redistribute d3dx9_40.dll required for nightly builds?&lt;br /&gt;
** Just link to the Microsoft installer for legal reasons&lt;br /&gt;
* Clear [[Roadmap]] with concrete tasks and assignments for people who are willing to contribute&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;18:38:37-!- Sven2 [_ve_2@goldwipf.de] has joined #openclonk-dev&lt;br /&gt;
18:38:40-!- mode/#openclonk-dev [+ao Sven2 Sven2] by ChanServ&lt;br /&gt;
18:45:39-!- Newton [~quassel@euirc-26959e68.vpn.uni-hamburg.de] has joined #openclonk-dev&lt;br /&gt;
18:45:42-!- mode/#openclonk-dev [+ao Newton Newton] by ChanServ&lt;br /&gt;
18:49:16&amp;lt;!Newton&amp;gt; lets get over the status updates stuff fast this time&lt;br /&gt;
18:49:45&amp;lt;!Newton&amp;gt; I dont have much time and normally we already know what the others have been doing via forum/mercurial&lt;br /&gt;
18:50:21&amp;lt;!Sven2&amp;gt; Via HG log&lt;br /&gt;
18:50:54&amp;lt;!Newton&amp;gt; so I propose that we really just summarize what have been done this time. Status updates are not that important that they should take so much of the meetings time&lt;br /&gt;
18:51:42&amp;lt;!Maikel&amp;gt; I agree, Isilkor has already done his, since he will only sporadically look here&lt;br /&gt;
18:51:53&amp;lt;!Maikel&amp;gt; Here it is:&lt;br /&gt;
18:51:55&amp;lt;!Maikel&amp;gt; [18:21:00] [!Isilkor] As a heads-up, I&#039;m currently occupied with exam preparations, so I&#039;ll probably look at this channel only sporadically this evening&lt;br /&gt;
18:51:55&amp;lt;!Maikel&amp;gt; [18:22:09] [!Isilkor] I&#039;m implementing a loader from the Ogre binary format, which should speed up loading times significantly, and I&#039;ve already done the part that reads the ogre binary stuff into a memory representation similar to the XML one&lt;br /&gt;
18:52:04&amp;lt;!Maikel&amp;gt; Sry for the HLs ;)&lt;br /&gt;
18:52:24&amp;lt;!Newton&amp;gt; cool&lt;br /&gt;
18:52:28-!- Randrian [~randrian@der.richard.im.euirc.net] has joined #openclonk-dev&lt;br /&gt;
18:52:28-!- mode/#openclonk-dev [+ao Randrian Randrian] by ChanServ&lt;br /&gt;
18:52:29&amp;lt;!Newton&amp;gt; lets start at point 19:00&lt;br /&gt;
18:52:48&amp;lt;!Maikel&amp;gt; hm I indeed posted it too soon...&lt;br /&gt;
18:56:17&amp;lt;!Newton&amp;gt; If nobody objects, I&#039;ll do the moderation again&lt;br /&gt;
18:56:48&amp;lt;!Mimmo_O&amp;gt; cant... hold... back...&lt;br /&gt;
18:57:12&amp;lt;!Mimmo_O&amp;gt; http://objection.mrdictionary.net/go.php?n=3606530&lt;br /&gt;
18:57:29&amp;lt;!Maikel&amp;gt; denied&lt;br /&gt;
18:57:45&amp;lt;!Mimmo_O&amp;gt; !&lt;br /&gt;
19:00:08-Newton:#openclonk-dev- meeting starts now, report in&lt;br /&gt;
19:00:30 * Mimmo_O is there&lt;br /&gt;
19:00:31&amp;lt;!Newton&amp;gt; Alright, welcome to this weeks meeting&lt;br /&gt;
19:00:38&amp;lt;!Zapper&amp;gt; Uh, didnt know it was now :o&lt;br /&gt;
19:00:44&amp;lt;!Zapper&amp;gt; ill just report that I have nothing to report and join later&lt;br /&gt;
19:01:25&amp;lt;!Randrian&amp;gt; \me is here&lt;br /&gt;
19:01:53&amp;lt;!Newton&amp;gt; I want to speed up the status reports part a lot, so this time lets just summarize in one or two sentences what we have done. The rest should be in the forum etc. If there is need for discussion, we can postpone after the status updates&lt;br /&gt;
19:02:12 * Mimmo_O has done nothing !&lt;br /&gt;
19:02:21&amp;lt;!Newton&amp;gt; I&#039;ll start&lt;br /&gt;
19:03:20&amp;lt;!Newton&amp;gt;  Had my exams, but after these I started with the gamepad controls. You can currently only test them by copying the SNES_Gamepad control set into the standard WASD_Mouse control set. I am stuck with some non-existing engine features but hopefully Sven2 will do something about that some time.&lt;br /&gt;
19:03:57&amp;lt;!Newton&amp;gt; as you all experienced, I updated the forum software, set up B_E&#039;s masterserver (boom.openclonk.org) and CK&#039;s nightly builds&lt;br /&gt;
19:04:12&amp;lt;!Newton&amp;gt; Randrian?&lt;br /&gt;
19:04:37&amp;lt;!Randrian&amp;gt; I worked on the turning animations for the clonk.&lt;br /&gt;
19:04:53&amp;lt;!Randrian&amp;gt; he now doesn&#039;t use FlipDir anymore, but really turns the clonk.&lt;br /&gt;
19:05:11&amp;lt;!Randrian&amp;gt; also worked a bit on the bow (especially turning) and digging&lt;br /&gt;
19:05:35&amp;lt;!Randrian&amp;gt; who&#039;s next?&lt;br /&gt;
19:05:42&amp;lt;!Newton&amp;gt; looks great btw&lt;br /&gt;
19:05:57&amp;lt;!Newton&amp;gt; you call someone, that one is next&lt;br /&gt;
19:06:09&amp;lt;!Randrian&amp;gt; Sven?&lt;br /&gt;
19:06:11&amp;lt;!Maikel&amp;gt; yes it does, although the dust seems so random.&lt;br /&gt;
19:06:29&amp;lt;!Randrian&amp;gt; the dust should be roughly synchronized with the shovel&lt;br /&gt;
19:07:06&amp;lt;!Newton&amp;gt; I fear that sven is afk again. Maikel, would you continue?&lt;br /&gt;
19:07:59&amp;lt;!Maikel&amp;gt; Yes I have done some random stuff, tried a rope, did a little disasters, a little melee, but no significant progress&lt;br /&gt;
19:08:00&amp;lt;!Newton&amp;gt; Maikel?&lt;br /&gt;
19:08:54&amp;lt;!Maikel&amp;gt; For the meteorite and rockfall I need some graphics.&lt;br /&gt;
19:09:09&amp;lt;!Maikel&amp;gt; and well all menu graphics are missing also.&lt;br /&gt;
19:09:25&amp;lt;!Newton&amp;gt; jup, just post them as requests in the forum&lt;br /&gt;
19:09:46&amp;lt;!Maikel&amp;gt; Ok I will do that after the meeting&lt;br /&gt;
19:10:11&amp;lt;!Maikel&amp;gt; But we need some standard on menu background, for rules environment and goals&lt;br /&gt;
19:10:17 * Guenther has also nothing, and is now away for a bit&lt;br /&gt;
19:10:34&amp;lt;!Newton&amp;gt; hmm alright&lt;br /&gt;
19:11:11&amp;lt;!Newton&amp;gt; then, it looks like we are through&lt;br /&gt;
19:11:18&amp;lt; ck_&amp;gt; :(&lt;br /&gt;
19:11:22&amp;lt;!Newton&amp;gt; ah&lt;br /&gt;
19:11:29&amp;lt;!Newton&amp;gt; I interpreted the _ as away&lt;br /&gt;
19:11:48&amp;lt;!Newton&amp;gt; go on&lt;br /&gt;
19:11:52&amp;lt; ck_&amp;gt; I basically did the nightly builds and perspective rendering&lt;br /&gt;
19:12:06&amp;lt; ck_&amp;gt; plus a few bugfixes wrt mesh rendering&lt;br /&gt;
19:12:30&amp;lt; ck_&amp;gt; The _ just means that I rejoined since I have been disconnected ;)&lt;br /&gt;
19:12:49&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
19:13:25&amp;lt;!Newton&amp;gt; &amp;lt;3 perspective rendering btw&lt;br /&gt;
19:13:46&amp;lt;!Newton&amp;gt; you tried to have it rendered with perspective ingame too?&lt;br /&gt;
19:13:47&amp;lt; ck_&amp;gt; was much trial+error to set it up correctly ;)&lt;br /&gt;
19:13:53&amp;lt; ck_&amp;gt; No&lt;br /&gt;
19:14:33&amp;lt; ck_&amp;gt; As written in the bug report I don&#039;t think that&#039;s worthwhile&lt;br /&gt;
19:14:41&amp;lt;!Newton&amp;gt; I am really looking forward to that. My flatmate already called me/us insane that we use RTR but only display it (e.g. houses) flatly&lt;br /&gt;
19:14:41&amp;lt; ck_&amp;gt; But if the majority feels different I&#039;ll try&lt;br /&gt;
19:15:31&amp;lt;!Newton&amp;gt; in this one?: http://bugs.openclonk.org/view.php?id=106&lt;br /&gt;
19:15:52&amp;lt; ck_&amp;gt; Well I don&#039;t see the problem your flatmate describes&lt;br /&gt;
19:15:55&amp;lt; ck_&amp;gt; yes&lt;br /&gt;
19:16:14-!- Randrian_ [~randrian@euirc-728ebde7.212.114.232.244.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
19:16:24&amp;lt;!Sven2&amp;gt; rere&lt;br /&gt;
19:16:35&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
19:16:39&amp;lt;!Newton&amp;gt; Sven, you are on&lt;br /&gt;
19:17:18&amp;lt;!Newton&amp;gt; from the HG logs, I am guessing you have been working on the preconditions to make a good tutorial? ;-)&lt;br /&gt;
19:17:33&amp;lt;!Sven2&amp;gt; Yes. Mostly working on messages&lt;br /&gt;
19:18:09&amp;lt;!Sven2&amp;gt; Concerning gamepad control, I do not have a gamepad with a stick. My gamepad uses the classic all-or-nothing SNES cross&lt;br /&gt;
19:19:36&amp;lt;!Newton&amp;gt; I have two, one SNES-like and one new dualshock-like (~12€). But there are still issues with the SNES control too. Latest on the clonk meeting, I can give you a dualshock ;-)&lt;br /&gt;
19:19:40&amp;lt; Ape&amp;gt; We should support both analog sticks and those SNES crosses&lt;br /&gt;
19:20:11&amp;lt;!Newton&amp;gt; but I gather that gamepad control is not urgent anyway - not part of the goal we set ourselves&lt;br /&gt;
19:20:42-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout]&lt;br /&gt;
19:21:00&amp;lt;!Newton&amp;gt; Ape: yes, thats my goal. SNES already works. Try it out. See here how to test it: http://bugs.openclonk.org/view.php?id=130&lt;br /&gt;
19:21:33&amp;lt;!Sven2&amp;gt; That&#039;s C4D_Foreground. Not a bug, by the way&lt;br /&gt;
19:21:44&amp;lt;!Newton&amp;gt; ok, we are through with status updates. 22 min&lt;br /&gt;
19:21:47&amp;lt; Ape&amp;gt; Let&#039;s see if I can play clonk with the combination of dance pad and a wiimote+nunchuck&lt;br /&gt;
19:22:25&amp;lt; Ape&amp;gt; (Both are working as joysticks [or keyboard keys if wanted] on my computer)&lt;br /&gt;
19:22:26&amp;lt;!Newton&amp;gt; Sven2: Shouldn&#039;t Foreground be just in Foreground? Without any parallax modification?&lt;br /&gt;
19:22:48&amp;lt;!Sven2&amp;gt; No. C4D_Foreground should never be used for regular ingame objects, because they would interfere with the GUI&lt;br /&gt;
19:23:36&amp;lt;!Sven2&amp;gt; GUI objects are rendered in a different context (different C4FacetEx parameters), where the scrolling isn&#039;t even known any more&lt;br /&gt;
19:23:38&amp;lt;!Newton&amp;gt; Well, for the cursor used by gamepad control, I need a category which is in the foreground, ignores the fow and doesn&#039;t zoom (always stays the same size)&lt;br /&gt;
19:24:00&amp;lt;!Newton&amp;gt; then why isn&#039;t it called C4D_Gui?&lt;br /&gt;
19:24:15&amp;lt;!Sven2&amp;gt; Tradition I guess&lt;br /&gt;
19:24:16&amp;lt;!Newton&amp;gt; and why does the Gui object need to be C4D_Parallax too? (Or doesnt it have to be?)&lt;br /&gt;
19:24:30&amp;lt;!Sven2&amp;gt; It doesnt have to be. That&#039;s just a relic from how things used to be setup&lt;br /&gt;
19:25:10&amp;lt;!Newton&amp;gt; I see&lt;br /&gt;
19:25:28&amp;lt;!Newton&amp;gt; and how do I make my cursor foreground, non-parallax and non-zooming?&lt;br /&gt;
19:25:40&amp;lt;!Newton&amp;gt; (like gui only not parallax)&lt;br /&gt;
19:26:36&amp;lt;!Sven2&amp;gt; I think that&#039;s not possible yet. I guess we&#039;d need some new mechanism for that&lt;br /&gt;
19:26:44&amp;lt;!Newton&amp;gt; anyway, I guess it is currently not really possible to do this. We might want to discuss this later (in the bugtracker) in context of a little C4D_Category overhaul&lt;br /&gt;
19:27:17&amp;lt;!Newton&amp;gt; it is too also not very urgent as its part of cosmetics of gamepad controls&lt;br /&gt;
19:27:20&amp;lt;!Maikel&amp;gt; Do we even need those C4D_Select* categories?&lt;br /&gt;
19:27:30&amp;lt;!Sven2&amp;gt; Yes. I would probably not make it a category, but some property that allows you to &amp;quot;Follow&amp;quot; an object in GUI coordinates&lt;br /&gt;
19:28:06&amp;lt;!Sven2&amp;gt; This could also be useful for stuff like an arrow shown at the side of the screen, pointing towards the goal when it&#039;s not in view&lt;br /&gt;
19:28:48&amp;lt;!Maikel&amp;gt; Not in view, is not defined by the screen borders with the current FoW&lt;br /&gt;
19:29:09&amp;lt;!Sven2&amp;gt; Yes, it will require engine magic&lt;br /&gt;
19:29:34&amp;lt;!Newton&amp;gt; oh btw Maikel, you still on that homepage for the openclonk website?&lt;br /&gt;
19:30:03&amp;lt;!Maikel&amp;gt; Not really, I have no clear structure in mind.&lt;br /&gt;
19:30:36&amp;lt;!Sven2&amp;gt; As a workaround, I&#039;d just do it as a normal C4D_Living object attached to the Clonk for now&lt;br /&gt;
19:31:42&amp;lt;!Newton&amp;gt; its working right now, i just want to disable zoom for that object&lt;br /&gt;
19:31:57&amp;lt;!Newton&amp;gt; anyway, somehting we need to talk about?&lt;br /&gt;
19:32:12&amp;lt;!Mimmo_O&amp;gt; yes&lt;br /&gt;
19:32:12&amp;lt;!Maikel&amp;gt; Let me just ask something about the hud, will one only be able to view the goal there, or also rules and evironmental objects?&lt;br /&gt;
19:32:21&amp;lt;!Mimmo_O&amp;gt; why is the masterserver called &amp;quot;Boom&amp;quot;?&lt;br /&gt;
19:32:36&amp;lt;!Newton&amp;gt; Maikel: right now only goal&lt;br /&gt;
19:32:46&amp;lt; ck_&amp;gt; Can any Windows guru give me an insight on whether we should ship d3dx9_40.dll with the nightly builds? See http://www.clonk.de/forum/en/topic_show.pl?pid=17337#pid17337 for reference.&lt;br /&gt;
19:32:49&amp;lt;!Maikel&amp;gt; and only one, or?&lt;br /&gt;
19:32:51&amp;lt;!Newton&amp;gt; Mimmo: just came to my mind&lt;br /&gt;
19:33:06&amp;lt;!Mimmo_O&amp;gt; probably my fault&lt;br /&gt;
19:33:14&amp;lt;!Mimmo_O&amp;gt; boomshire affected your mind..!&lt;br /&gt;
19:33:33&amp;lt;!Sven2&amp;gt; ck_: The standard way is to include or refer to a DirectX runtime installer&lt;br /&gt;
19:34:11&amp;lt; ck_&amp;gt; It&#039;s a 90MB thing, so I&#039;m not sure whether inclusion is a good idea ;)&lt;br /&gt;
19:34:23&amp;lt;!Newton&amp;gt; Mimmo: If you have another idea for a name, tell me&lt;br /&gt;
19:34:30&amp;lt;!Sven2&amp;gt; The web installer is only 20kb&lt;br /&gt;
19:34:30&amp;lt;!Mimmo_O&amp;gt; Zoom&lt;br /&gt;
19:34:36&amp;lt;!Mimmo_O&amp;gt; Zoom.Openclonk.org&lt;br /&gt;
19:34:40&amp;lt;!Maikel&amp;gt; I&#039;d like to have goals, rules, envi integrated in the hud and removed from the &amp;quot;End&amp;quot; menu, any opinions on this?&lt;br /&gt;
19:34:47&amp;lt;!Newton&amp;gt; why?&lt;br /&gt;
19:34:53&amp;lt;!Mimmo_O&amp;gt; but please not &amp;quot;masterserver.openclonk.org&amp;quot; this sounds... awful&lt;br /&gt;
19:35:04&amp;lt;!PeterW&amp;gt; Maybe there are DLL versions that are more common? @ d3dx9_40&lt;br /&gt;
19:35:04&amp;lt; Randrian_&amp;gt; well, this would be a bit too much for the hud, wouldn&#039;t it?&lt;br /&gt;
19:35:04&amp;lt; B_E&amp;gt; games.masterserver.org?&lt;br /&gt;
19:35:13&amp;lt; B_E&amp;gt; Ähm&lt;br /&gt;
19:35:19&amp;lt; B_E&amp;gt; *games.openclonk.org&lt;br /&gt;
19:35:24&amp;lt;!Mimmo_O&amp;gt; Maikel: i think there should be some kind of tag in the defcore if this goal/enviroment-object is displayed on the screen&lt;br /&gt;
19:35:32&amp;lt;!Maikel&amp;gt; I don&#039;t get the half way approach of just showing one goal&lt;br /&gt;
19:35:41&amp;lt; ck_&amp;gt; hm@web installer. So just inculde it and tell people to run it if the game complains about the missing DLL?&lt;br /&gt;
19:36:00&amp;lt;!Newton&amp;gt; Maikel: Unlike goals, where there is usually just one, there might be tons of rules and environment objects. To display them might be tedious. Whom interests if there are cicades or if there is a day/night circle?&lt;br /&gt;
19:36:14&amp;lt; Ape&amp;gt; After you have decided the address for the masterserver you should set is as default on the client (instead of clonk.de)&lt;br /&gt;
19:36:32&amp;lt;!Maikel&amp;gt; I just mean buttons in the hud that can be clicked and that open a menu, with the all these objects&lt;br /&gt;
19:36:42&amp;lt;!Isilkor&amp;gt; ck_: no, don&#039;t ship d3dx9 with the nightly, but with the dependencies&lt;br /&gt;
19:36:57&amp;lt;!Newton&amp;gt; Ape: can you open a bugtracker entry for that?&lt;br /&gt;
19:37:04&amp;lt; ck_&amp;gt; Isilkor: Yeah that&#039;s what I currently do&lt;br /&gt;
19:37:05&amp;lt; Ape&amp;gt; Newton: Sure&lt;br /&gt;
19:37:12&amp;lt;!Isilkor&amp;gt; but while d3d doesn&#039;t work anyway, can we for the time being just compile without that?&lt;br /&gt;
19:37:17&amp;lt; ck_&amp;gt; Plus I ship it with the snapshots as there are supposed to run out of the box&lt;br /&gt;
19:37:26&amp;lt;!Newton&amp;gt; B_E: how uninspired&lt;br /&gt;
19:37:41&amp;lt; ck_&amp;gt; mh, sure. If we don&#039;t forget to turn it on again later ;)&lt;br /&gt;
19:38:15&amp;lt;!Newton&amp;gt; Maikel: how about one button which opens a menu containing rules, environment objects, options, exit round etc?&lt;br /&gt;
19:38:26&amp;lt;!Maikel&amp;gt; that would be end?&lt;br /&gt;
19:38:35&amp;lt;!Newton&amp;gt; in the upper right corner, the &amp;quot;menu&amp;quot; button like in many games&lt;br /&gt;
19:38:47&amp;lt;!Maikel&amp;gt; Yes that would do also&lt;br /&gt;
19:38:48&amp;lt;!Sven2&amp;gt; We might want to change it so it&#039;s labeled &amp;quot;Menu&amp;quot;&lt;br /&gt;
19:38:57&amp;lt;!Sven2&amp;gt; The current player icon is a bit misleading&lt;br /&gt;
19:39:18&amp;lt; ck_&amp;gt; Isilkor: Mawic mentioned there might be legal problems doing so btw. Do you know more on that by chance?&lt;br /&gt;
19:39:19&amp;lt;!Maikel&amp;gt; The scoreboard also overlaps that part quite annoyingly.&lt;br /&gt;
19:39:33&amp;lt;!Sven2&amp;gt; It&#039;s not a very commonly pressed button :P&lt;br /&gt;
19:39:39&amp;lt;!Newton&amp;gt; I&#039;d remove the player icon and put in a standard GUI item (like the clunker), calling OpenPlayerMenu();&lt;br /&gt;
19:39:59&amp;lt;!Newton&amp;gt; or the control which will not have to be synchronized then&lt;br /&gt;
19:40:00&amp;lt;!Isilkor&amp;gt; ck_: If I understand the legalese in my SDK correctly, you need to distribute the installer with every part of the DX runtime you distribute&lt;br /&gt;
19:40:09&amp;lt;!Sven2&amp;gt; Yes, I believe I already implemented that control&lt;br /&gt;
19:40:15&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
19:40:43&amp;lt; ck_&amp;gt; Isilkor: So I can just add that 20kb web installer thing along with the DLL and be done with it?&lt;br /&gt;
19:40:51&amp;lt;!Sven2&amp;gt; It&#039;s called &amp;quot;Menu&amp;quot;&lt;br /&gt;
19:41:03&amp;lt;!Sven2&amp;gt; Why would we need the DLL?&lt;br /&gt;
19:41:21&amp;lt;!Newton&amp;gt; ack@Scoreboard&lt;br /&gt;
19:41:23&amp;lt;!Newton&amp;gt; what to do about it?&lt;br /&gt;
19:41:38&amp;lt;!Isilkor&amp;gt; ck_: it says &amp;quot;DSetup32.dll DSetup.dll DXSetup.exe DXupdate.cab dxdllreg_x86.cab&amp;quot;&lt;br /&gt;
19:41:54&amp;lt;!Mimmo_O&amp;gt; make a scoreboard a constant part of the UI&lt;br /&gt;
19:42:03&amp;lt; ck_&amp;gt; Sven2: Well, it does not seem to be available on all systems&lt;br /&gt;
19:42:04&amp;lt;!Maikel&amp;gt; The hud was to be moved out of the landscape, or?&lt;br /&gt;
19:42:14&amp;lt;!Newton&amp;gt; what?&lt;br /&gt;
19:42:15&amp;lt;!Mimmo_O&amp;gt; yes, to the upperbar i reccomend&lt;br /&gt;
19:42:15&amp;lt;!Sven2&amp;gt; The scoreboard size can vary greatly depending on the scenario&lt;br /&gt;
19:42:31&amp;lt;!Isilkor&amp;gt; ck_: my SDK is pretty old though, you might have a different one&lt;br /&gt;
19:42:51&amp;lt;!Sven2&amp;gt; But the mouse can&#039;t be moved onto the HUD?&lt;br /&gt;
19:42:57&amp;lt;!Sven2&amp;gt; *onto the upperboard&lt;br /&gt;
19:43:11&amp;lt;!Sven2&amp;gt; It&#039;s locked into the viewport&lt;br /&gt;
19:43:25&amp;lt;!Maikel&amp;gt; well, If you didn&#039;t noticed it yet, but if you are at the screen bottom and not zoomed in very much, you can&#039;t throw in every direction, since you would then select an object from your inventory&lt;br /&gt;
19:43:35&amp;lt;!Newton&amp;gt; Sven: http://bugs.openclonk.org/view.php?id=66&lt;br /&gt;
19:43:37&amp;lt; ck_&amp;gt; Isilkor: The one which included a .lib which links against d3dx9_40.dll ;)&lt;br /&gt;
19:43:48&amp;lt; ck_&amp;gt; How did the CR installer go about that btw?&lt;br /&gt;
19:43:54&amp;lt;!Sven2&amp;gt; What about scrolling?&lt;br /&gt;
19:44:04&amp;lt;!Sven2&amp;gt; Whenever you hover a HUD object, you&#039;d scroll ot the side&lt;br /&gt;
19:44:12&amp;lt;!Isilkor&amp;gt; ck_: is your d3dx MS anyway, or is it a reimplementation?&lt;br /&gt;
19:44:14 * Maikel tries that&lt;br /&gt;
19:44:37&amp;lt; ck_&amp;gt; Isilkor: The header is a reimplementation, the library file (.lib) is not&lt;br /&gt;
19:44:42&amp;lt;!Isilkor&amp;gt; I think we should avoid distributing d3dx while we&#039;re not having a working DX implementation, if only for legal reasons&lt;br /&gt;
19:44:45&amp;lt;!Mimmo_O&amp;gt; i think if youre at the bottom edge of the screen, the landscape itself should be lifted that much up, that inventory-objects are over the dark void outside the screen&lt;br /&gt;
19:44:50&amp;lt;!PeterW&amp;gt; CR used DX8, which doesn&#039;t have the whole d3dx9_mijon madness afaik.&lt;br /&gt;
19:45:06&amp;lt;!Mimmo_O&amp;gt; by the way, you can walk sideways outside of the landscape.&lt;br /&gt;
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19:45:19&amp;lt;!PeterW&amp;gt; I&#039;m not really sure why it was introduced in the first place.&lt;br /&gt;
19:45:24&amp;lt; ck_&amp;gt; Isilkor: Okay, good point.&lt;br /&gt;
19:46:24&amp;lt; ck_&amp;gt; I guess I&#039;ll just tell Newton to add a note to the page which advices people to install the DirectX runtime if d3dx9_40.dll is missing for them.&lt;br /&gt;
19:46:29&amp;lt; ck_&amp;gt; Probably most recent systems do have it anyway&lt;br /&gt;
19:47:08&amp;lt;!Newton&amp;gt; Sven: I&#039;d like to abandon scrolling via touching the edges of the screen&lt;br /&gt;
19:47:19&amp;lt;!Maikel&amp;gt; scrolling to the side helps only at an finite amount of zoom levels.&lt;br /&gt;
19:47:34&amp;lt;!Newton&amp;gt; to some Peter-look-around version&lt;br /&gt;
19:47:39&amp;lt;!Sven2&amp;gt; As a tablet user, I wouldn&#039;t mind. It&#039;s an awkward action with the tablet anyway :)&lt;br /&gt;
19:47:46&amp;lt;!Isilkor&amp;gt; ck_: I think the d3dx stuff isn&#039;t installed system-wide by the DX SDK, but you&#039;re to distribute it with your app&lt;br /&gt;
19:47:51&amp;lt;!Newton&amp;gt; for mouse too imo&lt;br /&gt;
19:48:12&amp;lt;!Newton&amp;gt; the current clonk should be always centered in the middle of the screen&lt;br /&gt;
19:48:14&amp;lt;!PeterW&amp;gt; Should I commit that, btw?&lt;br /&gt;
19:48:36&amp;lt;!Newton&amp;gt; what&lt;br /&gt;
19:48:38&amp;lt; ck_&amp;gt; Isilkor: Oh. Well, then most people have it already since they have already other applications installed which use it :)&lt;br /&gt;
19:48:56&amp;lt;!PeterW&amp;gt; The Look-Around-Stuff I built at our meeting?&lt;br /&gt;
19:49:05&amp;lt;!Newton&amp;gt; ah ok&lt;br /&gt;
19:49:08&amp;lt;!Newton&amp;gt; yearh&lt;br /&gt;
19:49:11&amp;lt;!PeterW&amp;gt; I thought you were talking about that&lt;br /&gt;
19:49:17&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
19:49:39&amp;lt;!PeterW&amp;gt; Well, I still think that it will effectively kill all &amp;quot;drag/drop between inventory slots&amp;quot;&lt;br /&gt;
19:50:13&amp;lt;!Newton&amp;gt; of course if can still be optimized (as i said: clonk is always in the middle; issues with interaction with the buttons) but to be able to optimize it, it must be there ;-)&lt;br /&gt;
19:50:58&amp;lt;!Newton&amp;gt; well i still imagine to somewhat limit that look-around&lt;br /&gt;
19:51:18&amp;lt;!Newton&amp;gt; It could be also controllable/changeable by script@limit&lt;br /&gt;
19:51:32&amp;lt;!Newton&amp;gt; then you could look further with special objects, cannons etc&lt;br /&gt;
19:51:43-!- Randrian__ [~randrian@euirc-6f8c0e6d.212.114.228.133.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
19:52:12-!- Randrian_ [~randrian@euirc-728ebde7.212.114.232.244.ip-pool.NEFkom.net] has quit [Ping timeout]&lt;br /&gt;
19:52:18&amp;lt;!PeterW&amp;gt; Limit in terms of &amp;quot;view stops moving at a certain distance&amp;quot;?&lt;br /&gt;
19:52:36&amp;lt;!Newton&amp;gt; yes. But smoothly of course ;-)&lt;br /&gt;
19:52:36&amp;lt;!Sven2&amp;gt; Intuitively, I&#039;d say your scroll range is determined by the non-fogged area&lt;br /&gt;
19:52:45&amp;lt;!Sven2&amp;gt; But I guess that&#039;d be weird if you have multiple Clonks&lt;br /&gt;
19:52:53&amp;lt;!PeterW&amp;gt; Or &amp;quot;view moves so slowly you can&#039;t move your view beyond a certain point before you hit the monitor border&amp;quot;?&lt;br /&gt;
19:52:58&amp;lt;!Newton&amp;gt; do we need fog when we got no scrolling?&lt;br /&gt;
19:53:10&amp;lt;!Sven2&amp;gt; Yes, the new fog is cool&lt;br /&gt;
19:53:29&amp;lt;!Newton&amp;gt; what happens when you hit hte monitor border?&lt;br /&gt;
19:53:29&amp;lt;!PeterW&amp;gt; Do we have a new implementation?&lt;br /&gt;
19:53:46&amp;lt;!Sven2&amp;gt; We do have the &amp;quot;fog influenced by landscape&amp;quot;, right&lt;br /&gt;
19:53:54&amp;lt;!PeterW&amp;gt; Well, you can&#039;t move your mouse any further, I guess?&lt;br /&gt;
19:54:01&amp;lt;!PeterW&amp;gt; Or you start scrolling, if we leave that in :)&lt;br /&gt;
19:54:03&amp;lt;!Newton&amp;gt; Sven: I dont like it at all :( - it flickers around and is really klotzy&lt;br /&gt;
19:54:16&amp;lt;!Newton&amp;gt; Peter: I see&lt;br /&gt;
19:54:21&amp;lt;!Newton&amp;gt; anyway&lt;br /&gt;
19:54:26&amp;lt;!Newton&amp;gt; before the hour is over I&#039;d like to come to some kind of conclusion regarding the goal to reach some playable release version&lt;br /&gt;
19:54:35&amp;lt;!PeterW&amp;gt; Yeah, the current FoW implementation leaves a lot to be desired&lt;br /&gt;
19:55:00&amp;lt;!Sven2&amp;gt; Should be possible to fix cloggy behaviour by correct fading times&lt;br /&gt;
19:55:03&amp;lt;!Newton&amp;gt; I mean to hide the material is a &amp;quot;nice&amp;quot; feature, but imo it just doesnt look good&lt;br /&gt;
19:55:10&amp;lt;!PeterW&amp;gt; I think of it as a first proof-of-concept.&lt;br /&gt;
19:55:35&amp;lt;!PeterW&amp;gt; My last plan was to make it a combination of line-of-sight and a bit of pathfinding&lt;br /&gt;
19:55:42&amp;lt;!Sven2&amp;gt; Being able to zoom out by a large amound and see all your Clonks is pretty cool as well&lt;br /&gt;
19:55:50&amp;lt;!PeterW&amp;gt; The last point should smooth the whole thing a lot.&lt;br /&gt;
19:56:03&amp;lt;!Sven2&amp;gt; Replaces the &amp;quot;overview map&amp;quot; you got in other games&lt;br /&gt;
19:56:55&amp;lt;!Newton&amp;gt; err&lt;br /&gt;
19:57:18&amp;lt;!Sven2&amp;gt; Concerning the release version: We already have our list of goals, don&#039;t we?&lt;br /&gt;
19:57:24&amp;lt;!Newton&amp;gt; lets get back to this goal topic again. I need to go in 10 min or so&lt;br /&gt;
19:57:29&amp;lt;!Sven2&amp;gt; A melee, some races/parkours, a tutorial&lt;br /&gt;
19:57:59&amp;lt;!Newton&amp;gt; Sven2: ~yes, but they are pretty inprecise&lt;br /&gt;
19:58:23&amp;lt;!Newton&amp;gt; what I see is that there is  not a small number of possible content developers&lt;br /&gt;
19:58:38&amp;lt;!Newton&amp;gt; and during the last week we did a lot to make it easier to develop for OC&lt;br /&gt;
19:58:43&amp;lt;!Newton&amp;gt; e.g. automatic builds&lt;br /&gt;
19:58:49&amp;lt;!Newton&amp;gt; the reference online&lt;br /&gt;
19:58:53&amp;lt;!Newton&amp;gt; (properly)&lt;br /&gt;
19:59:00&amp;lt;!Newton&amp;gt; masterserver online&lt;br /&gt;
19:59:05&amp;lt;!Newton&amp;gt; and a general concept&lt;br /&gt;
19:59:21&amp;lt;!Maikel&amp;gt; We got one new developer!&lt;br /&gt;
19:59:39&amp;lt;!Newton&amp;gt; I think what we need now is some kind of ... well, get these people to helping the project at the spots where it is important&lt;br /&gt;
19:59:47&amp;lt;!Newton&amp;gt; armor or builder?&lt;br /&gt;
19:59:49&amp;lt;!Newton&amp;gt; or who?&lt;br /&gt;
19:59:59&amp;lt;!Maikel&amp;gt; the ukrainian&lt;br /&gt;
20:00:16&amp;lt;!Newton&amp;gt; jup, he renders. I like his material graphics&lt;br /&gt;
20:00:21&amp;lt;!Sven2&amp;gt; Maybe put the forum todo-list into a prominent wiki page&lt;br /&gt;
20:00:33&amp;lt;!Sven2&amp;gt; Linked from the top navigation as &amp;quot;Roadmap&amp;quot; or something&lt;br /&gt;
20:00:51&amp;lt;!Sven2&amp;gt; I always have trouble finding those old forum postings&lt;br /&gt;
20:01:33&amp;lt;!Newton&amp;gt; Sven2: What I am trying to get at is that I think a more precise to do with concrete objects to script. But your idea will also help&lt;br /&gt;
20:01:33&amp;lt;!Maikel&amp;gt; Similar would be one thread where every developer has one post which he edits, and one general post which contains all, if you don&#039;t like wikis&lt;br /&gt;
20:02:30&amp;lt;!Sven2&amp;gt; We do have a wiki. No reason to strangulate the forum&lt;br /&gt;
20:03:21&amp;lt;!Newton&amp;gt; OK lets do that&lt;br /&gt;
20:03:29&amp;lt;!Newton&amp;gt; Zapper?&lt;br /&gt;
20:03:35&amp;lt;!Maikel&amp;gt; In a wiki someone could for example add a stone, make a graphic and ask for a scripter?&lt;br /&gt;
20:03:36&amp;lt;!PeterW&amp;gt; How about stickying? ;) @ finding old forum postings&lt;br /&gt;
20:03:38&amp;lt;!Zapper&amp;gt; I am half here&lt;br /&gt;
20:03:39&amp;lt;!Newton&amp;gt; (+on that note)&lt;br /&gt;
20:04:05&amp;lt;!Newton&amp;gt; any news concerning melee weapons? You had your hand above that&lt;br /&gt;
20:04:06&amp;lt;!Sven2&amp;gt; You can&#039;t edit and snatch topics for yourself&lt;br /&gt;
20:04:38&amp;lt;!Zapper&amp;gt; Nope, I still have to do that. I didnt do much there last week&lt;br /&gt;
20:04:58&amp;lt; Randrian__&amp;gt; if you need animations, just say what you need&lt;br /&gt;
20:05:13&amp;lt;!Sven2&amp;gt; http://forum.openclonk.org/topic_show.pl?tid=332&lt;br /&gt;
20:05:18&amp;lt;!Sven2&amp;gt; Actually, it already is a forum page&lt;br /&gt;
20:05:20&amp;lt; Ape&amp;gt; Randrian__: Turning around on air while loading the bow&lt;br /&gt;
20:05:35&amp;lt;!Zapper&amp;gt; Randrian__, well, we will have to figure out how to do aiming with all the animations&lt;br /&gt;
20:05:36&amp;lt; Randrian__&amp;gt; perhaps having some models for the weapons would be good too, if you want good animations&lt;br /&gt;
20:05:45&amp;lt;!Zapper&amp;gt; an example would be Newton*s baseball bat&lt;br /&gt;
20:06:02&amp;lt; Randrian__&amp;gt; ok, shall I implement a baseball bat animation?&lt;br /&gt;
20:06:12&amp;lt; Randrian__&amp;gt; with just a simple stick model as bat?&lt;br /&gt;
20:06:23&amp;lt;!Newton&amp;gt; :-)&lt;br /&gt;
20:06:26&amp;lt;!Zapper&amp;gt; You could to that - but we would attach the bat later&lt;br /&gt;
20:06:50&amp;lt;!Zapper&amp;gt; mh, or he doesnt &amp;quot;aim&amp;quot; graphically&lt;br /&gt;
20:06:51&amp;lt; Randrian__&amp;gt; well I can only make good animations, if I have an idea, how the weapon will look.&lt;br /&gt;
20:06:59&amp;lt;!Zapper&amp;gt; ah, ok :)&lt;br /&gt;
20:07:53&amp;lt; Randrian__&amp;gt; what about making a list with all weapons an propably needed animations?&lt;br /&gt;
20:08:17&amp;lt;!Zapper&amp;gt; Baseball bat, Mariohammer&lt;br /&gt;
20:08:26&amp;lt;!Zapper&amp;gt; The axe could use the mariohammer animation&lt;br /&gt;
20:09:02&amp;lt;!Zapper&amp;gt; http://pressthebuttons.typepad.com/photos/uncategorized/mariohammer.jpg&lt;br /&gt;
20:09:03&amp;lt;!Zapper&amp;gt; btw&lt;br /&gt;
20:09:03&amp;lt; Randrian__&amp;gt; well, what exactly is a mariohammer?&lt;br /&gt;
20:09:13&amp;lt; Randrian__&amp;gt; ah ok&lt;br /&gt;
20:09:30&amp;lt; Randrian__&amp;gt; you answered my question, before I asked&lt;br /&gt;
20:10:15&amp;lt;!Newton&amp;gt; Randrian: I&#039;d like that@list&lt;br /&gt;
20:10:30&amp;lt;!Sven2&amp;gt; I think it should be added to the Roadmap wiki page&lt;br /&gt;
20:10:39&amp;lt;!Sven2&amp;gt; Might be useful to have something telling you who is working on what&lt;br /&gt;
20:10:46&amp;lt;!Newton&amp;gt; but who will do this roadmap wiki page?&lt;br /&gt;
20:10:55&amp;lt;!Guenther&amp;gt; Something else: Do we want comments on the developer documentation again? The clonk.de onlinedocs didn&#039;t get too much notes, after all&lt;br /&gt;
20:10:57&amp;lt;!Sven2&amp;gt; I just tried to create it, but don&#039;t have my wiki password :(&lt;br /&gt;
20:11:24&amp;lt;!Newton&amp;gt; cant you have it mailed to you?&lt;br /&gt;
20:11:39&amp;lt;!Zapper&amp;gt; Guenther, would be in the spirit of the open community I think - while you could also just have a section in the forum for that&lt;br /&gt;
20:11:39&amp;lt;!Sven2&amp;gt; Didn&#039;t arrive yet. Is mailing set up properly?&lt;br /&gt;
20:11:57&amp;lt;!Newton&amp;gt; Günther: I already told Luchs, who said he is interested in overhauling the documentation that you said the comments werent so useful.&lt;br /&gt;
20:12:22&amp;lt;!Newton&amp;gt; And that a direct link to the creation of a bugtracker entry would be more senseful&lt;br /&gt;
20:12:29&amp;lt;!Guenther&amp;gt; Yes, that.&lt;br /&gt;
20:12:43&amp;lt;!Newton&amp;gt; Sven: I believe so&lt;br /&gt;
20:12:48&amp;lt;!Guenther&amp;gt; Yet-another-user-database is not really what we want.&lt;br /&gt;
20:13:44&amp;lt;!Zapper&amp;gt; Newton, wouldnt be very useful if there is no anonymous bugtracker posting enabled&lt;br /&gt;
20:13:45&amp;lt;!Guenther&amp;gt; Even it it&#039;s just the admin user list. Theoretically, the notes would be useful for others, in that they could have examples, but that never happened, and corrections are good in the bugtracker&lt;br /&gt;
20:14:08&amp;lt;!Zapper&amp;gt; mh. The anonymous thingy works that everyone can post there and that lead to spam, right?&lt;br /&gt;
20:14:38&amp;lt;!Zapper&amp;gt; why not making an account &amp;quot;anonymous:anonymous&amp;quot; that can post (but not edit?) stuff? that would keep the spambots away, or not?&lt;br /&gt;
20:14:43&amp;lt;!PeterW&amp;gt; Well, they are good in the documentation too @ corrections&lt;br /&gt;
20:14:50&amp;lt;!Zapper&amp;gt; &amp;quot;Direct link to bugtracker (you can post as anonymous:anonymous or guest:guest)&lt;br /&gt;
20:15:26&amp;lt;!PeterW&amp;gt; Who thinks about checking the bugtracker when he uses a certain bugged function, I mean.&lt;br /&gt;
20:15:38&amp;lt;!PeterW&amp;gt; And some bugs or semi-bugs have a pretty long life.&lt;br /&gt;
20:16:11&amp;lt;!Guenther&amp;gt; PeterW: Yes, but better in the bugtracker than not at all. And the post-without-account-and-wait-for-manual-approval system needs to much admin time&lt;br /&gt;
20:16:15&amp;lt;!Isilkor&amp;gt; 20:13 &amp;lt;!Guenther&amp;gt; Yet-another-user-database is not really what we want.  &amp;lt;- in a similar vein, isn&#039;t it possible to have the blog and wiki and bugtracker and so on use the forum user DB?&lt;br /&gt;
20:16:35&amp;lt;!Guenther&amp;gt; That would require modding of the software, i.e. work&lt;br /&gt;
20:17:28&amp;lt; Randrian__&amp;gt; so, i have to go now. good bye&lt;br /&gt;
20:17:33-!- Randrian__ [~randrian@euirc-6f8c0e6d.212.114.228.133.ip-pool.NEFkom.net] has quit [Quit: Verlassend]&lt;br /&gt;
20:17:34&amp;lt;!Guenther&amp;gt; (Hm, does matthes still check the online doc comments? I lost my password, and didn&#039;t bother to have it reset...)&lt;br /&gt;
20:18:16&amp;lt; B_E&amp;gt; I committed a few entries maybe half a year ago, nothin happened till now @Guenther&lt;br /&gt;
20:20:00&amp;lt;!Guenther&amp;gt; Well, I think I&#039;ll change the documentation generation tool to generate static html and look into a link which creates a new mantis bug with the doc page as a title or something&lt;br /&gt;
20:20:16&amp;lt;!Guenther&amp;gt; next topic? :-)&lt;br /&gt;
20:20:22&amp;lt;!PeterW&amp;gt; And a link in the documentation? ;)&lt;br /&gt;
20:20:29&amp;lt;!Newton&amp;gt; btw topic&lt;br /&gt;
20:20:30&amp;lt;!Sven2&amp;gt; We don&#039;t have Wiki markup for bugtracker links, do we?&lt;br /&gt;
20:21:13&amp;lt;!PeterW&amp;gt; Would be great if bugs tagged &amp;quot;AddMenuItem&amp;quot; would get linked automatically, for example.&lt;br /&gt;
20:21:30&amp;lt;!Newton&amp;gt; I am going to be afk now, so I&#039;d say Sven just posts the wiki link and we put into that text what we will do /need to do this week&lt;br /&gt;
20:21:31&amp;lt;!Guenther&amp;gt; PeterW: Every page could have a link &amp;quot;create bug about this page&amp;quot;, which would when you have the bugtracker cookie&lt;br /&gt;
20:21:43&amp;lt;!Newton&amp;gt; I am half-here for a 10-20 min still&lt;br /&gt;
20:22:39&amp;lt;!Sven2&amp;gt; http://wiki.openclonk.org/w/Roadmap&lt;br /&gt;
20:22:48&amp;lt;!Sven2&amp;gt; Some of the stuff may be out of date?&lt;br /&gt;
20:23:05&amp;lt;!Guenther&amp;gt; Inlining bugs into the doc page is too much work, I think.&lt;br /&gt;
20:24:36&amp;lt;!PeterW&amp;gt; Well, it&#039;s the minimal solution that still maintains the implicit documentation going on with bugtracker entries...&lt;br /&gt;
20:25:00&amp;lt;!Sven2&amp;gt; Guenther: But into the wiki...?&lt;br /&gt;
20:25:57&amp;lt;!Guenther&amp;gt; Sven2: er, what? Wiki markup for bug numbers is a relatively simple text translation step, displaying bugs in a page requires database work&lt;br /&gt;
20:26:48&amp;lt;!Sven2&amp;gt; I think we could do bugtracker links with a template&lt;br /&gt;
20:26:54&amp;lt;!Sven2&amp;gt; Like {{{# number}}}&lt;br /&gt;
20:27:06&amp;lt;!Sven2&amp;gt; Except # is not a valid wiki page name ;)&lt;br /&gt;
20:27:35&amp;lt;!Guenther&amp;gt; &amp;quot;bug 1234&amp;quot; is better, imho&lt;br /&gt;
20:28:07&amp;lt;!Sven2&amp;gt; Hm, do template parameters work that way anyway?&lt;br /&gt;
20:28:48&amp;lt;!Guenther&amp;gt; I have no idea.&lt;br /&gt;
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20:29:37-!- Newton changed the topic of #openclonk-dev to: The OpenClonk development channel | Speak English here! | http://forum.openclonk.org | http://wiki.openclonk.org/w/Roadmap&lt;br /&gt;
20:31:15&amp;lt;!Sven2&amp;gt; OK, fixed the links&lt;br /&gt;
20:31:22&amp;lt;!Sven2&amp;gt; It&#039;s {{Bug|66}} now&lt;br /&gt;
20:32:21&amp;lt;!Sven2&amp;gt; It would be very helpful if every developer could add his current activity to the roadmap (If it&#039;s part of our goal)&lt;br /&gt;
20:32:37&amp;lt;!Sven2&amp;gt; Zapper is doing weapons?&lt;br /&gt;
20:36:53&amp;lt;!Guenther&amp;gt; I should do proplist savegame support at some point. I&#039;ll probably just punt on the &amp;quot;what about changing game data&amp;quot; question and not run the Definition() functions on savegame restore.&lt;br /&gt;
20:39:18&amp;lt;!Sven2&amp;gt; Is it possible to category bugs somehow?&lt;br /&gt;
20:39:21&amp;lt; ck_&amp;gt; mesh animations and attachments also still need savegame support :|&lt;br /&gt;
20:39:39&amp;lt;!Sven2&amp;gt; Would be more appropriate to have crucial bugs-to-be-fixed in some category&lt;br /&gt;
20:41:45&amp;lt;!Guenther&amp;gt; ck_: That&#039;s just some StdCompiler exercise, though, isn&#039;t it?&lt;br /&gt;
20:42:03&amp;lt; ck_&amp;gt; Guenther: I hope so :)&lt;br /&gt;
20:42:21&amp;lt;!Newton&amp;gt; Sven: sure&lt;br /&gt;
20:42:33&amp;lt;!Newton&amp;gt; ah, that you mean&lt;br /&gt;
20:42:37&amp;lt;!Newton&amp;gt; hm, priority&lt;br /&gt;
20:42:44&amp;lt;!Newton&amp;gt; you can also use tags&lt;br /&gt;
20:42:52&amp;lt;!Guenther&amp;gt; I mean, they are &amp;quot;trivially&amp;quot; serializable, nothing with cross-object pointers and stuff&lt;br /&gt;
20:43:38-!- PeterW [~peter@euirc-2bba5d9c.superkabel.de] has quit [Quit: Leaving]&lt;br /&gt;
20:44:24&amp;lt; ck_&amp;gt; well, an object&#039;s mesh instance can be attached to another mesh, that might get a bit tricky&lt;br /&gt;
20:45:02&amp;lt; ck_&amp;gt; But otherwies should be trivial&lt;br /&gt;
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20:45:51&amp;lt;!Guenther&amp;gt; Okay, but that&#039;s just an object pointer, for which the serialisation is already solved&lt;br /&gt;
20:47:34&amp;lt; ck_&amp;gt; OK&lt;br /&gt;
20:47:53&amp;lt;!Guenther&amp;gt; I need to serialize definitions pointers, which are indistinguishable from object pointers now, but point to stuff which also needs to be loaded at the start of the game&lt;br /&gt;
20:48:25&amp;lt;!Guenther&amp;gt; So if definitions use the same object number &amp;quot;namespace&amp;quot;, one has guaranteed collisions&lt;br /&gt;
20:48:28-!- Newton [~quassel@dhcp-41-1.vpn.uni-hamburg.de] has quit [Client exited]&lt;br /&gt;
20:50:02&amp;lt;!Guenther&amp;gt; That has basically three solutions: Load the properties of definitions for savegames from the savegame, from the definition, or somehow merge them&lt;br /&gt;
20:50:12-!- Gurkenbot [~Gurkengla@euirc-df9da5ac.pools.arcor-ip.net] has joined #openclonk-dev&lt;br /&gt;
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20:51:36&amp;lt;!Guenther&amp;gt; Sven2: Do we really still need magic action names for the frame decorations? Can&#039;t we use a &amp;quot;FrameDecoFoo&amp;quot; property with the needed data?&lt;br /&gt;
20:57:21&amp;lt; JC-weg&amp;gt; Why is it de-facto-standard to name language strings TxtFooBar?&lt;br /&gt;
20:57:33&amp;lt; JC-weg&amp;gt; That Txt is actually redundant.&lt;br /&gt;
20:58:29&amp;lt;!Guenther&amp;gt; Because somebody thought it was a good idea while writing the ScriptDE/ScriptUS converter? I don&#039;t know.&lt;br /&gt;
20:58:41&amp;lt;+occ&amp;gt; Sven * 7c00f72a8a43 src/gui/C4StartupPlrSelDlg.cpp: fix player property dialog (#129)&lt;br /&gt;
20:59:00&amp;lt;!Sven2&amp;gt; Guenther: Right now, actions are the only think to encode graphics?&lt;br /&gt;
21:00:27&amp;lt;!Sven2&amp;gt; I just didn&#039;t want to reinvent the wheel here&lt;br /&gt;
21:00:53&amp;lt;!Guenther&amp;gt; The contents can very well be compatible with actions&lt;br /&gt;
21:01:39&amp;lt;!Guenther&amp;gt; So instead of actions = { ... FrameDecoFoo = { ... } }; you&#039;d have actions = { ... }; FrameDecoFoo = { ... };&lt;br /&gt;
21:02:09&amp;lt;!Sven2&amp;gt; Well, it&#039;s not a big deal. If you feel like documenting it, you could go ahead and change it&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100201&amp;diff=306</id>
		<title>IRCMeeting/20100201</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100201&amp;diff=306"/>
		<updated>2010-02-01T22:34:41Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Provide summary for today&amp;#039;s meeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* ck: Various mesh work (fix display bus, lighting, added animations for attached meshes)&lt;br /&gt;
* Maikel: Finished Parkour goal, Team support needs testing&lt;br /&gt;
** Is working on Melee and a common relaunch/scoreboard rule&lt;br /&gt;
** Distinction goal/rule is weak, unification might make sense&lt;br /&gt;
* Mimmo_O: Works on visually enhancing Parkour checkpoints&lt;br /&gt;
* PeterW: Has some thoughts on general OC gameplay, will eventually be disucussed in forums&lt;br /&gt;
* Zapper: Is going to reorganize the idea for his close combat system&lt;br /&gt;
** Goal is to keep it as flexible as possible so weapons don&#039;t only differ in frequency or damage&lt;br /&gt;
* Newton: Integrated Blog and Documentation into oc.org, will start on Gamepad controls next.&lt;br /&gt;
** See also his [http://forum.openclonk.org/topic_show.pl?pid=5730#pid5730 forums post].&lt;br /&gt;
* Nightly builds and development snapshots&lt;br /&gt;
** Windows engine can be cross-compiled, interface to upload builds on openclonk.org required&lt;br /&gt;
** See also [http://forum.openclonk.org/topic_show.pl?pid=5736#pid5736 in the forums]. B_E to write a script for this(?)&lt;br /&gt;
* It is unclear how C4IDs shall be accessed from script&lt;br /&gt;
** Should avoid conflicts, not clash with other identifiers and not be too long to type&lt;br /&gt;
** Peter to start a discussion/poll soon in the forums&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;19:11:12-!- Guenther [~guenther@euirc-c8e98cb1.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
19:11:13-!- mode/#openclonk-dev [+ao Guenther Guenther] by ChanServ&lt;br /&gt;
19:11:13&amp;lt;!ck&amp;gt; ok so let&#039;s get starting, shall we? Does anybody want to discuss something beyond the obligatory status updates?&lt;br /&gt;
19:11:14&amp;lt;!PeterW&amp;gt; Hm, do we have some sort of developer list somewhere?&lt;br /&gt;
19:11:20&amp;lt; loriel&amp;gt; Hi, Guenther :)&lt;br /&gt;
19:11:28&amp;lt;!Mimmo_O&amp;gt; we do&lt;br /&gt;
19:11:31&amp;lt;!Sven2&amp;gt; I&#039;m here...gtg soon tho&lt;br /&gt;
19:12:06&amp;lt;!PeterW&amp;gt; Where? :)&lt;br /&gt;
19:12:17&amp;lt;!Maikel&amp;gt; no @ck do you lead it today?&lt;br /&gt;
19:12:17&amp;lt;!Guenther&amp;gt; hello.&lt;br /&gt;
19:12:25&amp;lt;!Mimmo_O&amp;gt; but i cant find it&lt;br /&gt;
19:12:43&amp;lt;!PeterW&amp;gt; Well, I could use the list from the forum.&lt;br /&gt;
19:13:11&amp;lt; Ape&amp;gt; PeterW: /names #openclonk-dev and look for !&lt;br /&gt;
19:13:25&amp;lt;!ck&amp;gt; (I might want to discuss potential nightly builds)&lt;br /&gt;
19:13:28&amp;lt;!ck&amp;gt; Maikel: No idea. Can do.&lt;br /&gt;
19:13:32&amp;lt;!PeterW&amp;gt; Well, feel free.&lt;br /&gt;
19:13:46&amp;lt;!PeterW&amp;gt; You are first on the alphabetical list :)&lt;br /&gt;
19:14:13&amp;lt;!Maikel&amp;gt; /nick A&lt;br /&gt;
19:14:16&amp;lt;!ck&amp;gt; Let&#039;s go reverse so that Sven2 gets his turn before he leaves ;)&lt;br /&gt;
19:14:19-!- Irssi: #openclonk-dev: Total of 28 nicks [3 ops, 0 halfops, 1 voices, 24 normal]&lt;br /&gt;
19:14:29&amp;lt;!ck&amp;gt; So Zapper is first&lt;br /&gt;
19:14:31&amp;lt;!PeterW&amp;gt; How much time do you have? @ Sven2&lt;br /&gt;
19:14:49&amp;lt;!Sven2&amp;gt; Don&#039;t know. Could leave any moment from now.&lt;br /&gt;
19:14:50&amp;lt;!Zapper&amp;gt; Oh&lt;br /&gt;
19:15:07&amp;lt;!Sven2&amp;gt; Anyway, I don&#039;t have much to tell. Fixed a few engine bugs, including the much/dreaded crash-at-game-end&lt;br /&gt;
19:15:12&amp;lt;!PeterW&amp;gt; I&#039;d say Sven simple reports first and we continue with the list from there.&lt;br /&gt;
19:15:15&amp;lt;!Zapper&amp;gt; Okay. I didn&#039;t have much time last week. I have to change the weapon system around a bit and didnt really start there&lt;br /&gt;
19:15:30&amp;lt;!PeterW&amp;gt; Heh&lt;br /&gt;
19:15:46&amp;lt;!PeterW&amp;gt; &amp;lt;- moderator, by Maikel, so please do as I say ;)&lt;br /&gt;
19:16:01&amp;lt;!Sven2&amp;gt; Gone now, have fun!&lt;br /&gt;
19:16:02&amp;lt;!Zapper&amp;gt; I read the red highlighted line and started typing :&amp;lt;&lt;br /&gt;
19:16:22&amp;lt;!ck&amp;gt; ok. cya Sven&lt;br /&gt;
19:17:06&amp;lt;!PeterW&amp;gt; No questions to Sven? ;)&lt;br /&gt;
19:17:29&amp;lt;!PeterW&amp;gt; Then okay, let&#039;s continue with ck.&lt;br /&gt;
19:17:59&amp;lt;!ck&amp;gt; I did some more work on mesh rendering&lt;br /&gt;
19:18:12&amp;lt;!ck&amp;gt; as you probably noticed the ugly display bugs are gone :)&lt;br /&gt;
19:18:42&amp;lt;!ck&amp;gt; And I added the possibility to animate attached meshes, the bow is currently a nice example for that&lt;br /&gt;
19:19:11&amp;lt;!ck&amp;gt; Ah, and the lighting has been somewhat fixed&lt;br /&gt;
19:19:52&amp;lt;!PeterW&amp;gt; What&#039;s changed with the lighting?&lt;br /&gt;
19:20:12&amp;lt;!ck&amp;gt; The position of the light source&lt;br /&gt;
19:20:34&amp;lt;!ck&amp;gt; I think it was in positive X direction in front of the Clonk before, instead of &amp;quot;out of the screen&amp;quot;&lt;br /&gt;
19:21:17&amp;lt;!ck&amp;gt; And then I cross-compiled the Windows engine from Linux (this went surprisingly smoothly), which could be used for automatic nightly builds&lt;br /&gt;
19:21:27&amp;lt;!PeterW&amp;gt; Hm, the lighting now uses true dynamic lights? :)&lt;br /&gt;
19:21:35&amp;lt;!PeterW&amp;gt; Didn&#039;t notice that.&lt;br /&gt;
19:21:45&amp;lt;!ck&amp;gt; Yes, it did from the beginning&lt;br /&gt;
19:21:57&amp;lt;!ck&amp;gt; It&#039;s just that the light source is always at the same position relative to the object currently&lt;br /&gt;
19:22:36&amp;lt;!ck&amp;gt; I&#039;m not sure whether it should stay like that... maybe worth another discussion ;)&lt;br /&gt;
19:22:55&amp;lt;!PeterW&amp;gt; Hm, how did matthes build the Windows engine anyway?&lt;br /&gt;
19:23:06&amp;lt;!ck&amp;gt; I think he used MSVC7&lt;br /&gt;
19:23:08&amp;lt;!PeterW&amp;gt; Did he have some kind of virtual machine setup...?&lt;br /&gt;
19:23:31&amp;lt;!PeterW&amp;gt; Yeah, but he somehow also did it in the server, or am I wrong?&lt;br /&gt;
19:24:09&amp;lt;!Guenther&amp;gt; No, he didn&#039;t&lt;br /&gt;
19:24:13&amp;lt;!PeterW&amp;gt; The compiler might even work with Wine...&lt;br /&gt;
19:24:13&amp;lt;!ck&amp;gt; Hm, not sure. We had cross-compiled 64 bit linux builds on zeri IIRC, but I am not sure wrt the windows ones&lt;br /&gt;
19:24:43&amp;lt;!PeterW&amp;gt; So I just missed him uploading the binaries by hand? @ Guenther&lt;br /&gt;
19:24:57&amp;lt;!Guenther&amp;gt; Probably.&lt;br /&gt;
19:25:06&amp;lt;!Guenther&amp;gt; He even mentioned the machine names in the SVN logs&lt;br /&gt;
19:25:59&amp;lt;!PeterW&amp;gt; Hm, okay. So no help there.&lt;br /&gt;
19:25:59&amp;lt;!Guenther&amp;gt; Only the Linux binaries were compiled on the Server, mostly because matthes didn&#039;t use a Linux desktop/laptop machine regularly&lt;br /&gt;
19:26:17&amp;lt;!PeterW&amp;gt; And cross-complied the Mac one?&lt;br /&gt;
19:26:18&amp;lt;!Guenther&amp;gt; Crosscompiling with mingw32 to windows isn&#039;t _that_ bad ;-)&lt;br /&gt;
19:26:35&amp;lt;!Guenther&amp;gt; No, he simply used a mac laptop for that, iirc&lt;br /&gt;
19:27:13&amp;lt;!PeterW&amp;gt; Ah well, 10 minutes are up.&lt;br /&gt;
19:27:34-!- Irssi: #openclonk-dev: Total of 28 nicks [3 ops, 0 halfops, 1 voices, 24 normal]&lt;br /&gt;
19:27:40&amp;lt;!PeterW&amp;gt; Next up: Günther :)&lt;br /&gt;
19:27:42&amp;lt;!Zapper&amp;gt; I could compile the mac version too if there is a need for that. But we have others with a mac as well, or nto?&lt;br /&gt;
19:27:43&amp;lt;!Mimmo_O&amp;gt; PeterW: you dont have to follow my pattern with the 10 minutes&lt;br /&gt;
19:27:49 * Guenther has nothing&lt;br /&gt;
19:28:08&amp;lt;!PeterW&amp;gt; I don&#039;t think it&#039;s neccessarily a bad rule to follow.&lt;br /&gt;
19:28:10-!- stevi is now known as stevi`off&lt;br /&gt;
19:28:18&amp;lt;!PeterW&amp;gt; Before we get too much into details.&lt;br /&gt;
19:28:32&amp;lt;!PeterW&amp;gt; Okay, Isilkor?&lt;br /&gt;
19:28:59&amp;lt;!Guenther&amp;gt; I spent my hacking time improving a Final Fantasy 8 wrapper which allows one to play that old game in a high resolution. Learnt more about D3D6 than I ever wanted to know.&lt;br /&gt;
19:29:01&amp;lt;!PeterW&amp;gt; Hm, he didn&#039;t report, so he might not be here?&lt;br /&gt;
19:29:26&amp;lt;!Maikel&amp;gt; Indeed, Idle: 2hrs 9mins 1sec&lt;br /&gt;
19:29:35&amp;lt;!PeterW&amp;gt; You mean like for an PS emulator?&lt;br /&gt;
19:29:43&amp;lt;!Guenther&amp;gt; No, the PC version.&lt;br /&gt;
19:30:06&amp;lt;!PeterW&amp;gt; If you learn some shaders along the way it might actually turn out to be of some use ;)&lt;br /&gt;
19:30:14&amp;lt;!PeterW&amp;gt; (okay, D3D6, I know, but still.)&lt;br /&gt;
19:30:41&amp;lt;!PeterW&amp;gt; I&#039;m still convinced that we should try to solve the landscape zooming problem this way.&lt;br /&gt;
19:31:03&amp;lt;!PeterW&amp;gt; Okay, moving the the next developer: Maikel&lt;br /&gt;
19:31:05&amp;lt;!Guenther&amp;gt; Nope, D3D6 was way before shaders. Sad, too, because I&#039;d have liked to use shaders to replace the color key transparency. And emulating D3D6 on top of newer D3D is way too much work.&lt;br /&gt;
19:31:24&amp;lt;!Guenther&amp;gt; Yeah, improving the landscape shader would be very worthwhile&lt;br /&gt;
19:32:08&amp;lt;!PeterW&amp;gt; Maikel, you there? :)&lt;br /&gt;
19:32:14&amp;lt;!Maikel&amp;gt; I finished the Parkour goal apart from some minor stuff, Team support might still be a little buggy since that&#039;s hard to test, if anyone has some feedback on that pls tell me&lt;br /&gt;
19:32:15&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
19:32:19&amp;lt;!PeterW&amp;gt; Ah, okay&lt;br /&gt;
19:32:29&amp;lt;!PeterW&amp;gt; IRC needs typing notifications, sorry.&lt;br /&gt;
19:33:00&amp;lt;!Maikel&amp;gt; Furthermore I started on MicroMelee-based rule, which allows for relaunches and a scoreboard, etc.&lt;br /&gt;
19:33:56&amp;lt;!Maikel&amp;gt; So that basically any scenario for out first release can be without scenario scripts, do we even want this?&lt;br /&gt;
19:34:03&amp;lt;!Maikel&amp;gt; out=our&lt;br /&gt;
19:34:47&amp;lt;!PeterW&amp;gt; You mean, you configure everything by placing objects?&lt;br /&gt;
19:35:11&amp;lt;!Maikel&amp;gt; Just a rule and some scenario callbacks&lt;br /&gt;
19:35:13&amp;lt;!ck&amp;gt; Might be good to have relaunches/scoreboard at a common place as they are used in many scenarios&lt;br /&gt;
19:35:29&amp;lt;!PeterW&amp;gt; Scenario callbacks need scripts, don&#039;t they?&lt;br /&gt;
19:35:56&amp;lt;!Maikel&amp;gt; It is in the rule, you just specify the number of relaunches with func Relaunches {return 3;} in the scenario&lt;br /&gt;
19:36:19&amp;lt;!Maikel&amp;gt; Scoreboard is also done inside that rule.&lt;br /&gt;
19:36:45&amp;lt;!PeterW&amp;gt; That&#039;s been considered good style for quite some time, hasn&#039;t it?&lt;br /&gt;
19:36:47&amp;lt;!Zapper&amp;gt; Would be good to combine different rules that use the scoreboard&lt;br /&gt;
19:37:08&amp;lt;!Zapper&amp;gt; So the rules must not use fixed columns&lt;br /&gt;
19:37:09&amp;lt;!ck&amp;gt; hm, that&#039;s a goal, not a rule, isn&#039;t it? :o&lt;br /&gt;
19:37:30&amp;lt;!Maikel&amp;gt; Melee is the goal&lt;br /&gt;
19:37:54&amp;lt;!Maikel&amp;gt; It is a bit odd if you would have a second goal that just allows relaunches&lt;br /&gt;
19:38:02&amp;lt;!Guenther&amp;gt; The relationship between rules and goals is kind of awkward&lt;br /&gt;
19:38:19&amp;lt;!ck&amp;gt; ah, OK&lt;br /&gt;
19:38:21&amp;lt; Ape&amp;gt; We could call all of the rules&lt;br /&gt;
19:38:30&amp;lt;!PeterW&amp;gt; Isn&#039;t a goal just a rule that might end the round...?&lt;br /&gt;
19:38:35&amp;lt;!ck&amp;gt; Well, I do think there is a clear distinction...&lt;br /&gt;
19:38:54&amp;lt;!Maikel&amp;gt; Zapper, you mean that different rules have different scoreboard columns?&lt;br /&gt;
19:38:58&amp;lt;!Guenther&amp;gt; And then there are rules which also do that.&lt;br /&gt;
19:39:08&amp;lt;!Zapper&amp;gt; Maikel, if they are activated, yes&lt;br /&gt;
19:39:10&amp;lt;!Guenther&amp;gt; Kill-the-captain etc.&lt;br /&gt;
19:39:10&amp;lt;!Maikel&amp;gt; Like one for deaths one for relaunches, one for score&lt;br /&gt;
19:39:27&amp;lt;!ck&amp;gt; Kill-the-captain does not end the round, it eliminates one player&lt;br /&gt;
19:39:32&amp;lt;!Zapper&amp;gt; Well, one rule that shows kills/deaths in the scoreboard would care for that&lt;br /&gt;
19:39:41&amp;lt;!ck&amp;gt; So maybe Goals are win conditions and (some) rules are lose conditions&lt;br /&gt;
19:39:50&amp;lt;!Zapper&amp;gt; but the rules would have to say &amp;quot;i need a free column!!&amp;quot; and some global function would have to care for that&lt;br /&gt;
19:39:50&amp;lt;!PeterW&amp;gt; ... which might make the Melee goal (!) end the round.&lt;br /&gt;
19:39:52&amp;lt;!Guenther&amp;gt; Which ends the round for the player, and also defines the goal for the other players&lt;br /&gt;
19:40:18&amp;lt;!Maikel&amp;gt; That brings me to another point, I&#039;d like to pass the killer to RelaunchPlayer&lt;br /&gt;
19:40:24&amp;lt;!PeterW&amp;gt; But yeah, it might be confusing to put it that way :)&lt;br /&gt;
19:40:28&amp;lt;!Guenther&amp;gt; So there&#039;s a technical difference, but it&#039;s hair-splitting and confusing for the player&lt;br /&gt;
19:41:31&amp;lt;!PeterW&amp;gt; Hm, concerning the columns:&lt;br /&gt;
19:41:40&amp;lt;!Guenther&amp;gt; And having &amp;quot;left one alive wins&amp;quot; + &amp;quot;who loses the captain loses&amp;quot; instead of &amp;quot;you have to kill the other player&#039;s captains&amp;quot; is unnecessarily complicated&lt;br /&gt;
19:41:55&amp;lt;!PeterW&amp;gt; Isn&#039;t there already some kind of system where you use IDs as column identifiers?&lt;br /&gt;
19:42:01&amp;lt;!Maikel&amp;gt; Yes there is&lt;br /&gt;
19:42:31&amp;lt;!PeterW&amp;gt; It&#039;s a pity Sven isn&#039;t here, I never really understood how it was supposed to be used :)&lt;br /&gt;
19:42:48&amp;lt;!PeterW&amp;gt; Especially when a rule needs, say, more than one column&lt;br /&gt;
19:42:52-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has quit [Client exited]&lt;br /&gt;
19:43:24&amp;lt;!PeterW&amp;gt; Plus there is little standardization concerning rows, as far as I know?&lt;br /&gt;
19:43:25&amp;lt;!Maikel&amp;gt; I don&#039;t get the point either, And how would the colums be sorted? Rules are called kind of at random&lt;br /&gt;
19:43:37-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has joined #openclonk-dev&lt;br /&gt;
19:43:47&amp;lt;!Maikel&amp;gt; So that kills appear sometimes before relaunches and sometimes behind&lt;br /&gt;
19:44:56&amp;lt;!PeterW&amp;gt; Well, maybe we might need some kind of new system for that.&lt;br /&gt;
19:45:01&amp;lt;!ck&amp;gt; Guess that&#039;s hard to solve in general if the rules don&#039;t know each other at all&lt;br /&gt;
19:45:31&amp;lt;!PeterW&amp;gt; As long as rows are always something like players and teams?&lt;br /&gt;
19:46:05&amp;lt;!PeterW&amp;gt; I don&#039;t think it&#039;s /that/ hard to come up with something that works for most goals or rules.&lt;br /&gt;
19:46:12&amp;lt;!Maikel&amp;gt; Well I keep it one object for now, we might differentiate later if scoreboards allow it.&lt;br /&gt;
19:46:39&amp;lt;!PeterW&amp;gt; Okay, 10 minutes are up then.&lt;br /&gt;
19:46:46&amp;lt;!Maikel&amp;gt; And also for the first release, one kind of melee suffices.&lt;br /&gt;
19:47:02&amp;lt;!Maikel&amp;gt; k next&lt;br /&gt;
19:47:04&amp;lt;!PeterW&amp;gt; Yep. I&#039;d also really like to hear what Sven has to say.&lt;br /&gt;
19:47:11&amp;lt;!PeterW&amp;gt; Next is Mimmo_O&lt;br /&gt;
19:47:22&amp;lt;!Mimmo_O&amp;gt; ja, hai&lt;br /&gt;
19:47:34&amp;lt;!Mimmo_O&amp;gt; so&lt;br /&gt;
19:47:40&amp;lt;!Mimmo_O&amp;gt; i did nothing special&lt;br /&gt;
19:47:57&amp;lt;!Mimmo_O&amp;gt; i wrote a blog entry, for the 30.01.2010 release&lt;br /&gt;
19:48:06&amp;lt;!Mimmo_O&amp;gt; if someone reads the blog but dont have a look to the forums&lt;br /&gt;
19:48:37&amp;lt;!Mimmo_O&amp;gt; in addition, im just upgrading the checkpoints from maikel (graphical)&lt;br /&gt;
19:49:22&amp;lt;!Mimmo_O&amp;gt; so nithing special&lt;br /&gt;
19:49:41&amp;lt;!PeterW&amp;gt; Can we really call that &amp;quot;release&amp;quot;? ;) @ build&lt;br /&gt;
19:49:53&amp;lt;!Mimmo_O&amp;gt; oh, and i found an assertion error&lt;br /&gt;
19:50:07&amp;lt;!Maikel&amp;gt; No we shouldn&#039;t call that releases, Imo&lt;br /&gt;
19:50:10&amp;lt;!ck&amp;gt; Maybe you should say that you are on it in the forums so that Work is not duplicated.&lt;br /&gt;
19:50:14&amp;lt;!Mimmo_O&amp;gt; it occurs, when you use foo+=x; instead of foo=foo+x;&lt;br /&gt;
19:50:15&amp;lt;!ck&amp;gt; What defines a release? :P&lt;br /&gt;
19:50:20&amp;lt; Ape&amp;gt; PeterW: It might not be an official release, but still a release&lt;br /&gt;
19:50:27&amp;lt;!Maikel&amp;gt; Something stable&lt;br /&gt;
19:50:30&amp;lt;!Mimmo_O&amp;gt; ( i think that this causes it)&lt;br /&gt;
19:51:58&amp;lt;!PeterW&amp;gt; Well, at least something we actively &amp;quot;release&amp;quot;?&lt;br /&gt;
19:52:16&amp;lt;!Mimmo_O&amp;gt; i showed the blog to two people i know...!&lt;br /&gt;
19:52:18&amp;lt;!PeterW&amp;gt; In contrast to, say, one developer uploading a binary of some arbitrary revision somewhere.&lt;br /&gt;
19:52:22&amp;lt;!Mimmo_O&amp;gt; one even downloaded it!1&lt;br /&gt;
19:52:35&amp;lt;!ck&amp;gt; ok so it&#039;s a release once we declare it as such :)&lt;br /&gt;
19:52:42&amp;lt;!Mimmo_O&amp;gt; okay&lt;br /&gt;
19:52:52&amp;lt;!Mimmo_O&amp;gt; will we have periodic releases?&lt;br /&gt;
19:52:52&amp;lt;!PeterW&amp;gt; Yeah, you could say that. Mimmo_O didn&#039;t use the term in the blog posting.&lt;br /&gt;
19:53:01&amp;lt;!PeterW&amp;gt; But I was briefly confused :)&lt;br /&gt;
19:53:13&amp;lt;!ck&amp;gt; Mimmo_O: Let&#039;s discuss that after the status updates&lt;br /&gt;
19:53:32&amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
19:53:38&amp;lt;!PeterW&amp;gt; We will be done shortly anyway.&lt;br /&gt;
19:53:47-!- stevi`off is now known as stevi&lt;br /&gt;
19:54:02&amp;lt;!PeterW&amp;gt; As I was lazy again and haven&#039;t done anything.&lt;br /&gt;
19:54:28-!- Irssi: #openclonk-dev: Total of 28 nicks [3 ops, 0 halfops, 1 voices, 24 normal]&lt;br /&gt;
19:54:37&amp;lt;!PeterW&amp;gt; Besides some theoretical thoughts on how OC should /not/ work that might culminate in some forum postings eventually.&lt;br /&gt;
19:55:03&amp;lt;!PeterW&amp;gt; So if I&#039;m not mistaken, the last available person on the list is Zapper.&lt;br /&gt;
19:55:04-!- Mortimer [~Mortimer@euirc-e18df716.extern.uni-duisburg-essen.de] has joined #openclonk-dev&lt;br /&gt;
19:55:20&amp;lt;!Zapper&amp;gt; Okay, I already said what I did, let me strg+f for it :)&lt;br /&gt;
19:55:35&amp;lt;!ck&amp;gt; you mean that in a &amp;quot;political&amp;quot; way? How development is structured in the long term, how &amp;quot;open&amp;quot; we actually are etc.?&lt;br /&gt;
19:55:35&amp;lt;!Zapper&amp;gt; [19:15:52] &amp;lt;Zapper&amp;gt; Okay. I didn&#039;t have much time last week. I have to change the weapon system around a bit and didnt really start there&lt;br /&gt;
19:55:40&amp;lt;!Zapper&amp;gt; So I have still stuff to do&lt;br /&gt;
19:55:47&amp;lt;!Zapper&amp;gt; And nothing interesting happened last week&lt;br /&gt;
19:56:29&amp;lt;!ck&amp;gt; as a result of the discussion with newton?&lt;br /&gt;
19:56:37&amp;lt;!PeterW&amp;gt; (No, I have no hope to reach consensus on that one anyway. I meant gameplay-wise :) )&lt;br /&gt;
19:57:08&amp;lt;!Maikel&amp;gt; How would you like to see it in a &amp;quot;political&amp;quot; way?&lt;br /&gt;
19:57:18-!- ShadoOw [~ShadoOw@euirc-bdf8d76a.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
19:57:41&amp;lt;!PeterW&amp;gt; Let&#039;s not go into that right now. It&#039;s Zapper&#039;s report time right now :)&lt;br /&gt;
19:57:44&amp;lt;!Zapper&amp;gt; ck, yes, basically&lt;br /&gt;
19:57:49&amp;lt;!Sven2&amp;gt; PeterW: Scoreboard roaws are player info IDs or Team IDs&lt;br /&gt;
19:57:56&amp;lt;!Zapper&amp;gt; I will change the weapon &amp;quot;system&amp;quot; to be more open&lt;br /&gt;
19:58:10&amp;lt;!Sven2&amp;gt; Scoreboard coloumns are IDs converted to int (ScoreboardCol was a CastInt), which now no longer works&lt;br /&gt;
19:58:25&amp;lt;!Sven2&amp;gt; You usually used the ID of the rule, so you wouldnt have conflicts&lt;br /&gt;
19:58:28-!- Matthi [~a@clonk-center.de] has quit [Connection reset by peer]&lt;br /&gt;
19:58:32&amp;lt;!Zapper&amp;gt; Just deliver a set of functions that the weapons have a common feeling for the player and leave the rest to the weapons&lt;br /&gt;
19:58:36&amp;lt;!Sven2&amp;gt; (Leaving for movies again)&lt;br /&gt;
19:58:44&amp;lt;!Zapper&amp;gt; so that the weapons are not just different names with different strengths&lt;br /&gt;
19:59:47&amp;lt;!PeterW&amp;gt; Yeah mean the whole blunt/slice/stab thing we discussed last time?&lt;br /&gt;
20:00:14&amp;lt;!Zapper&amp;gt; The damage types are something different&lt;br /&gt;
20:00:27&amp;lt;!Zapper&amp;gt; The behavior and effects of the weapons can be completely different&lt;br /&gt;
20:00:39&amp;lt;!Zapper&amp;gt; And an example newton mentioned the mario-hammer and some kind of baseball bat&lt;br /&gt;
20:00:39&amp;lt; ShadoOw&amp;gt; ack.&lt;br /&gt;
20:00:40&amp;lt; ShadoOw&amp;gt; btw.&lt;br /&gt;
20:00:45&amp;lt;!PeterW&amp;gt; ... while still having a commong feeling? ;)&lt;br /&gt;
20:00:51&amp;lt;!Zapper&amp;gt; Sure!&lt;br /&gt;
20:01:18&amp;lt;!Zapper&amp;gt; That will mostly be about the way the use of weapons affect the movement&lt;br /&gt;
20:01:20&amp;lt;!PeterW&amp;gt; Which, I guess, means how you control it?&lt;br /&gt;
20:01:40&amp;lt;!Zapper&amp;gt; Partly :)&lt;br /&gt;
20:01:47&amp;lt;!PeterW&amp;gt; What&#039;s the other part?&lt;br /&gt;
20:02:08&amp;lt;!Zapper&amp;gt; The behavior of the change of velocity when you hit and enemy (at both you and your enemy)&lt;br /&gt;
20:02:12&amp;lt;!Zapper&amp;gt; for example&lt;br /&gt;
20:02:16&amp;lt;!Zapper&amp;gt; And an easier interface&lt;br /&gt;
20:03:32&amp;lt;!PeterW&amp;gt; The bow has blowback now? ;)&lt;br /&gt;
20:03:48&amp;lt;!ck&amp;gt; oh, it has? I didn&#039;t notice :o&lt;br /&gt;
20:04:13&amp;lt;!PeterW&amp;gt; Don&#039;t know, I&#039;m just thinking about what &amp;quot;change of velocity&amp;quot; means in this case.&lt;br /&gt;
20:04:37&amp;lt;!PeterW&amp;gt; For larger weapons than the bow it might actually make sense.&lt;br /&gt;
20:04:41&amp;lt;!Zapper&amp;gt; Not the bow. Rather the sword&lt;br /&gt;
20:04:50&amp;lt;!Zapper&amp;gt; It&#039;s still a melee combat system&lt;br /&gt;
20:05:11&amp;lt;!PeterW&amp;gt; Hm, this is so you can&#039;t stand still and keep hacking?&lt;br /&gt;
20:05:22-!- Newton [~Miranda@euirc-a8df1436.adsl.alicedsl.de] has joined #openclonk-dev&lt;br /&gt;
20:05:25-!- mode/#openclonk-dev [+ao Newton Newton] by ChanServ&lt;br /&gt;
20:05:36&amp;lt;!ck&amp;gt; It&#039;s basically a change of the opponents velocity I guess?&lt;br /&gt;
20:05:44&amp;lt;!Newton&amp;gt; hi&lt;br /&gt;
20:05:44&amp;lt;!ck&amp;gt; hi Newton &lt;br /&gt;
20:05:45&amp;lt;!PeterW&amp;gt; Ah, a second late visitor.&lt;br /&gt;
20:06:10&amp;lt;!PeterW&amp;gt; Zapper&#039;s currently reporting about weapons.&lt;br /&gt;
20:06:23&amp;lt;!Newton&amp;gt; PeterW but I announced that I won&#039;t be there for the meeting :P&lt;br /&gt;
20:06:25&amp;lt;!Mimmo_O&amp;gt; Newton!&lt;br /&gt;
20:06:26&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
20:06:41&amp;lt;!Zapper&amp;gt; &amp;lt;PeterW&amp;gt; Hm, this is so you can&#039;t stand still and keep hacking? &amp;lt;- for example&lt;br /&gt;
20:06:55&amp;lt;!ck&amp;gt; Newton: Will you still join us now, though? :)&lt;br /&gt;
20:07:05&amp;lt;!Zapper&amp;gt; But as I said I have to change things there. And I don&#039;t know yet how it will work out actually :)&lt;br /&gt;
20:07:48&amp;lt;!Newton&amp;gt; ck: yes&lt;br /&gt;
20:08:01&amp;lt;!PeterW&amp;gt; Well, okay. 10 minutes kind of up.&lt;br /&gt;
20:08:22&amp;lt;!PeterW&amp;gt; If there&#039;s nothing else, it&#039;s a chance for the late visitors. First Mortimer, as he came first.&lt;br /&gt;
20:08:52&amp;lt;!PeterW&amp;gt; Or isn&#039;t he a developer?&lt;br /&gt;
20:09:21&amp;lt;!ck&amp;gt; If he has something interesting to contribute I don&#039;t mind whether he is developer or not&lt;br /&gt;
20:09:26&amp;lt;!Newton&amp;gt; no, but if he has something to say...&lt;br /&gt;
20:09:29&amp;lt;!Maikel&amp;gt; He should become one, foot -&amp;gt; ass.&lt;br /&gt;
20:09:47&amp;lt;!PeterW&amp;gt; Well, he hasn&#039;t said anything yet.&lt;br /&gt;
20:10:02&amp;lt;!ck&amp;gt; (same for others here of course)&lt;br /&gt;
20:10:03-!- Irssi: #openclonk-dev: Total of 30 nicks [4 ops, 0 halfops, 1 voices, 25 normal]&lt;br /&gt;
20:10:03&amp;lt;!PeterW&amp;gt; Well&lt;br /&gt;
20:10:40&amp;lt;!PeterW&amp;gt; Yeah, of course, but I know him as developer of C4DT and just realized it doesn&#039;t mean he actively participates in OC :)&lt;br /&gt;
20:11:06&amp;lt;!PeterW&amp;gt; Well, okay, then let&#039;s continue with Newton.&lt;br /&gt;
20:11:50&amp;lt;!Guenther&amp;gt; Hm, I just noticed that we now effectively have two string interning facilities in the engine: C4String and C4ID. Both work totally different internally, but do essentially the same thing...&lt;br /&gt;
20:11:56&amp;lt;!Newton&amp;gt; hmm, I already said everything here: http://forum.openclonk.org/topic_show.pl?pid=5730#pid5730&lt;br /&gt;
20:12:15&amp;lt;!Guenther&amp;gt; Wasn&#039;t Mortimer the one doing feature development for the Mac port lately? ;-)&lt;br /&gt;
20:12:58&amp;lt;!PeterW&amp;gt; Well, aynthing special you would like to discuss here? @ Newton&lt;br /&gt;
20:13:39&amp;lt;!Newton&amp;gt; no, the thing about periodic releases already started in the forum&lt;br /&gt;
20:13:43&amp;lt;!Newton&amp;gt; I mean the discussion&lt;br /&gt;
20:13:54&amp;lt;!PeterW&amp;gt; We already had some minor point previously that we might not want to call single binaries &amp;quot;releases&amp;quot;&lt;br /&gt;
20:13:59&amp;lt;!Newton&amp;gt; the stuff with the gamepads I&#039;ll discuss with Sven2&lt;br /&gt;
20:14:10&amp;lt;!Newton&amp;gt; well, builds then&lt;br /&gt;
20:14:22&amp;lt;!Guenther&amp;gt; C4String uses pointers, C4ID uses numbered handles. C4String uses a hash table, C4ID std::map. C4String has refcounting, C4ID hasn&#039;t.&lt;br /&gt;
20:14:30&amp;lt;!Guenther&amp;gt; [x] snapshots&lt;br /&gt;
20:14:47&amp;lt;!Zapper&amp;gt; snapshot builds!&lt;br /&gt;
20:14:50&amp;lt;!Newton&amp;gt; I don&#039;t know the correct term so I leave it to you&lt;br /&gt;
20:14:56&amp;lt;!PeterW&amp;gt; Imo that&#039;s more appropriate a term when we, say, agree on some revision or branch - so we can really say that we released it as a team.&lt;br /&gt;
20:15:01&amp;lt;!Mimmo_O&amp;gt; i think ill make some screenshot and write a blog entry tothem soon&lt;br /&gt;
20:15:14&amp;lt;!ck&amp;gt; Actually both &amp;quot;nightly builds&amp;quot; and &amp;quot;development snapshots&amp;quot; are familiar to me&lt;br /&gt;
20:15:20&amp;lt;!PeterW&amp;gt; Let&#039;s push that back to the discussion phase @ Guenther&lt;br /&gt;
20:15:23&amp;lt;!Zapper&amp;gt; &amp;quot;release&amp;quot; is more &amp;quot;hey we have something interesting to show to you&amp;quot; or &amp;quot;everything works now!!&amp;quot;&lt;br /&gt;
20:16:22&amp;lt;!PeterW&amp;gt; Real snapshots might have to include more than a binary.&lt;br /&gt;
20:16:38&amp;lt;!Newton&amp;gt; to not include the other stuff is not planned?&lt;br /&gt;
20:16:39&amp;lt;!ck&amp;gt; OK, that&#039;s one of the points I wanted opinions about&lt;br /&gt;
20:16:51&amp;lt;!PeterW&amp;gt; Actually, we don&#039;t have a proper concept on how binary distributions might look like, do we?&lt;br /&gt;
20:16:54&amp;lt;!ck&amp;gt; Do we want to release only binaries or something which fully works out-of-the-box?&lt;br /&gt;
20:17:01&amp;lt;!ck&amp;gt; -release+snapshot .&lt;br /&gt;
20:17:11&amp;lt;!Zapper&amp;gt; Both&lt;br /&gt;
20:17:17&amp;lt;!Zapper&amp;gt; builds on a regular basis&lt;br /&gt;
20:17:19&amp;lt;!Newton&amp;gt; [x] fully works out of the box. I mean this is the whole point about having these&lt;br /&gt;
20:17:26&amp;lt;!Zapper&amp;gt; and out-of-the-box every few weeks or so&lt;br /&gt;
20:17:29&amp;lt;!PeterW&amp;gt; Might become a lot of date very quickly.&lt;br /&gt;
20:17:32&amp;lt;!ck&amp;gt; (that is, the binary, the DLLs, and planet/ basically I think)&lt;br /&gt;
20:17:33&amp;lt;!PeterW&amp;gt; *data&lt;br /&gt;
20:17:33&amp;lt;!Zapper&amp;gt; (builds for the obejct scripters)&lt;br /&gt;
20:17:39&amp;lt;!Zapper&amp;gt; and the ootb thing for the players&lt;br /&gt;
20:17:44&amp;lt;!ck&amp;gt; Newton: I tend to agree&lt;br /&gt;
20:17:56&amp;lt;!Zapper&amp;gt; But the scripters need something regularly&lt;br /&gt;
20:17:57&amp;lt;!Newton&amp;gt; all together it is about 13 MB currently&lt;br /&gt;
20:18:25&amp;lt;!ck&amp;gt; We don&#039;t need to archive every day&#039;s snapshot of course&lt;br /&gt;
20:18:44&amp;lt;!Newton&amp;gt; there is no need in archiving anything, I think&lt;br /&gt;
20:18:56&amp;lt;!PeterW&amp;gt; Well, CR was about 100 MB, if I remember correctly. But well, we don&#039;t have those problems yet, yes :)&lt;br /&gt;
20:18:58&amp;lt;!Newton&amp;gt; why would people not want to have the newest snapshot?&lt;br /&gt;
20:19:11&amp;lt;!Zapper&amp;gt; even IF they want. They can get the repository and use that&lt;br /&gt;
20:19:13&amp;lt;!PeterW&amp;gt; Do check when a certain bug was introduced?&lt;br /&gt;
20:19:25&amp;lt;!Zapper&amp;gt; Someone who checks for bugs can compile the engine himself&lt;br /&gt;
20:19:33&amp;lt;!ck&amp;gt; because it has a serious bug? Because the other with whom I want to play over network has an older version&lt;br /&gt;
20:19:41&amp;lt;!Guenther&amp;gt; not necessarily.&lt;br /&gt;
20:19:53&amp;lt; Ape&amp;gt; Well I could host a mirror / archive unofficially&lt;br /&gt;
20:19:59&amp;lt;!PeterW&amp;gt; Or to side-step a critical bug in a current release.&lt;br /&gt;
20:20:00&amp;lt;!ck&amp;gt; PeterW: That can be done with hg I think&lt;br /&gt;
20:20:09&amp;lt;!ck&amp;gt; Yeah that&#039;s more what I had in mind&lt;br /&gt;
20:20:18&amp;lt;!Guenther&amp;gt; When we get to some stability, and start regressing, it can be helpful to know when we regressed, even if only down to a certain snapshot date&lt;br /&gt;
20:20:25&amp;lt;!Newton&amp;gt; I see these nightly builds more as some simplification for _content_ developers, not engine developers. Those don&#039;t primarily want to hunt for bugs. They want to develop content.&lt;br /&gt;
20:20:42&amp;lt;!PeterW&amp;gt; Plus from the developer&#039;s perspective - it&#039;s /very/ useful to have complete releases from past dates.&lt;br /&gt;
20:21:09&amp;lt;!Guenther&amp;gt; Content developers are the ones noticing a lot of the engine bugs...&lt;br /&gt;
20:21:17&amp;lt;!PeterW&amp;gt; It&#039;s not that trivial to do the hg update / clean / compile / pack routine x times just to pinpoint a moment in time.&lt;br /&gt;
20:21:33&amp;lt;!ck&amp;gt; ok but what&#039;s different between checking out the corresponding version from which the snapshot was built and the snapshot itself?&lt;br /&gt;
20:21:54&amp;lt;!Newton&amp;gt; true...@noticing engine bugs&lt;br /&gt;
20:22:03-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has quit [Ping timeout]&lt;br /&gt;
20:22:04&amp;lt;!PeterW&amp;gt; Another use could be playing old records, last but not least.&lt;br /&gt;
20:22:19&amp;lt;!ck&amp;gt; Newton: How much space do we have available on openclonk.org btw?&lt;br /&gt;
20:22:29&amp;lt;!Guenther&amp;gt; Doesn&#039;t hg have a bisect function by now? Writing a script which automates the clean/compile/run cycle isn&#039;t that difficult&lt;br /&gt;
20:22:41&amp;lt;!ck&amp;gt; Yes, there is hg bisect&lt;br /&gt;
20:22:55&amp;lt;!Guenther&amp;gt; More annoying are those times where the engine doesn&#039;t build for your particular combination of OS and options&lt;br /&gt;
20:23:31&amp;lt;!ck&amp;gt; which raises the question what do we do if the nightly build fails? Upload a build log instead?&lt;br /&gt;
20:23:31&amp;lt;!Newton&amp;gt; I think 1GB&lt;br /&gt;
20:23:40&amp;lt;!Newton&amp;gt; we are currently using 200MB or something&lt;br /&gt;
20:23:47&amp;lt;!Guenther&amp;gt; Anyway, we could simply store snapshots until we run out of space&lt;br /&gt;
20:24:41&amp;lt;!Guenther&amp;gt; and then somebody could archive them on their desktop or something, and help a fellow developer out if he needs one&lt;br /&gt;
20:25:08&amp;lt;!Zapper&amp;gt; the engine is not very big. So if only the engine is archived the most annoying part of spotting bugs is done&lt;br /&gt;
20:25:17&amp;lt;!Zapper&amp;gt; updating planet doesnt take a lot of time&lt;br /&gt;
20:25:41&amp;lt;!Zapper&amp;gt; So we wouldn&#039;t have to store the whole snapshot but only the binaries&lt;br /&gt;
20:25:51-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has joined #openclonk-dev&lt;br /&gt;
20:25:57&amp;lt;!Zapper&amp;gt; (if the reason for storing it is spotting bugs easier)&lt;br /&gt;
20:26:03&amp;lt;!Guenther&amp;gt; And with the hg id stored, you can even be sure that you get the exact same binary data (ok, except for win32text or such...)&lt;br /&gt;
20:26:24&amp;lt;!PeterW&amp;gt; ... which would suggest having both nightly builds (engine) and snapshots - the latter using something like a weekly turnus.&lt;br /&gt;
20:26:46&amp;lt;!PeterW&amp;gt; But well&lt;br /&gt;
20:27:07&amp;lt;!PeterW&amp;gt; Do we even have someone that feels responsible / motivated to make snapshots work?&lt;br /&gt;
20:27:24&amp;lt;!ck&amp;gt; Yes, I&#039;ll get on it.&lt;br /&gt;
20:28:05&amp;lt;!PeterW&amp;gt; Great.&lt;br /&gt;
20:28:22&amp;lt;!ck&amp;gt; Judging from B_E&#039;s post in the forums he might be interested in doing the the scripting on oc.org, but I can also do that if necessary&lt;br /&gt;
20:29:37&amp;lt;!ck&amp;gt; Newton: Are you the only one who can upload to openclonk.org currently?&lt;br /&gt;
20:29:57&amp;lt;!Newton&amp;gt; Clonkonaut has access too&lt;br /&gt;
20:30:21&amp;lt;!ck&amp;gt; OK&lt;br /&gt;
20:31:09&amp;lt;!Newton&amp;gt; ah, by the way&lt;br /&gt;
20:31:13&amp;lt;!Newton&amp;gt; documentation&lt;br /&gt;
20:31:27&amp;lt;!Newton&amp;gt; Günther, can you give me some advice?&lt;br /&gt;
20:31:46&amp;lt;!Newton&amp;gt; regarding the stuff that I posted in Klatch?&lt;br /&gt;
20:32:03&amp;lt;!Guenther&amp;gt; documentation is good, if it does not take too much time away from other stuff.&lt;br /&gt;
20:32:04&amp;lt;!Guenther&amp;gt; ;-)&lt;br /&gt;
20:33:25&amp;lt;!Mimmo_O&amp;gt; brb getting some food&lt;br /&gt;
20:34:04&amp;lt;!Newton&amp;gt; erm&lt;br /&gt;
20:34:15&amp;lt;!ck&amp;gt; oh, one more thing: Automatically built Windows engines are enough for now, right?&lt;br /&gt;
20:34:23&amp;lt;!Guenther&amp;gt; uh, an s/\.php/\.html/g doesn&#039;t work?&lt;br /&gt;
20:34:25&amp;lt;!Newton&amp;gt; I mean this: http://forum.openclonk.org/topic_show.pl?tid=343&lt;br /&gt;
20:34:42&amp;lt;!PeterW&amp;gt; What do you mean by &amp;quot;automatically&amp;quot;? @ ck&lt;br /&gt;
20:34:43&amp;lt;!Newton&amp;gt; ck: ack&lt;br /&gt;
20:34:53&amp;lt;!ck&amp;gt; PeterW: the snapshot ones&lt;br /&gt;
20:35:13&amp;lt;!PeterW&amp;gt; I&#039;d be great to have some, if that&#039;s what you mean&lt;br /&gt;
20:35:35&amp;lt;!PeterW&amp;gt; I don&#039;t think I will stop compiling them myself, though.&lt;br /&gt;
20:35:41&amp;lt;!Newton&amp;gt; Günther: I have no clue bout perl. And of regex neither :/&lt;br /&gt;
20:35:52&amp;lt;!ck&amp;gt; I mean: Is it enough if we provide them for Windows (as a start) or do we also want Linux/MacOSX?&lt;br /&gt;
20:35:58-!- Icewing [~Icewing@euirc-9359146c.pool.mediaWays.net] has joined #openclonk-dev&lt;br /&gt;
20:36:11&amp;lt;!ck&amp;gt; Newton: Hey, I posted the complete command line to do that substitution :)&lt;br /&gt;
20:36:14&amp;lt;!PeterW&amp;gt; Oh, sorry.&lt;br /&gt;
20:36:33&amp;lt;!PeterW&amp;gt; Well, I guess we&#039;ll see if there are complains.&lt;br /&gt;
20:36:36&amp;lt;!Guenther&amp;gt; Well, but you _can_ do search&amp;amp;replace. I&#039;d have to read the code more thoroughly for a more helpful answer.&lt;br /&gt;
20:36:51&amp;lt;!Newton&amp;gt; hrmyes&lt;br /&gt;
20:36:53&amp;lt;!Newton&amp;gt; i could&lt;br /&gt;
20:37:11&amp;lt;!Newton&amp;gt; but I&#039;d need to do that every time I recompile the docs&lt;br /&gt;
20:37:29&amp;lt;!Guenther&amp;gt; oh, er, wait. do you want to replace .html with .php?&lt;br /&gt;
20:37:32&amp;lt;!ck&amp;gt; Hm, it should be easy to add it to the Makefile, no?&lt;br /&gt;
20:37:43&amp;lt;!Guenther&amp;gt; I meant in the perl file, obviously&lt;br /&gt;
20:38:08&amp;lt;!Newton&amp;gt; ck: well, erm I don&#039;t know so much about makefiles either... ;-)&lt;br /&gt;
20:38:19&amp;lt;!Newton&amp;gt; yes@Günther&lt;br /&gt;
20:38:43&amp;lt;!Guenther&amp;gt; yeah, there&#039;s the webnotes option for that.&lt;br /&gt;
20:39:02&amp;lt;!ck&amp;gt; Newton: Well, then write a script which contains a single line &amp;quot;make &amp;amp;&amp;amp; substitute html by php&amp;quot; and run this instead of make :)&lt;br /&gt;
20:39:07&amp;lt; Mortimer&amp;gt; yay, i missed the conversation \o/&lt;br /&gt;
20:39:38&amp;lt;!Guenther&amp;gt; Newton: how do you build the docs at the moment?&lt;br /&gt;
20:39:44&amp;lt;!Newton&amp;gt; make&lt;br /&gt;
20:41:13&amp;lt;!Guenther&amp;gt; I&#039;ll come back to you.&lt;br /&gt;
20:41:55&amp;lt;!PeterW&amp;gt; Mortimer: Anything to report?&lt;br /&gt;
20:42:13-!- Gurkenglas [~Gurkengla@euirc-956afde3.pools.arcor-ip.net] has joined #openclonk-dev&lt;br /&gt;
20:42:16-!- Irssi: #openclonk-dev: Total of 32 nicks [4 ops, 0 halfops, 1 voices, 27 normal]&lt;br /&gt;
20:42:46&amp;lt; Mortimer&amp;gt; well, i wrote some eclipse support for the debug branch&lt;br /&gt;
20:43:08&amp;lt; Mortimer&amp;gt; and that might be useful for developing/debugging future scripts&lt;br /&gt;
20:43:13&amp;lt; Mortimer&amp;gt; ..or not&lt;br /&gt;
20:43:21&amp;lt;!PeterW&amp;gt; Oh yeah, plus some patches for the debug branch, if I remember correctly?&lt;br /&gt;
20:43:40&amp;lt; Mortimer&amp;gt; I merged it with the default branch&lt;br /&gt;
20:43:42&amp;lt;!ck&amp;gt; hm what is actually missing from the debug branch which prevents it from being merged btw?&lt;br /&gt;
20:44:11&amp;lt; Mortimer&amp;gt; dunno... I could be pulled perhaps?&lt;br /&gt;
20:44:13&amp;lt;!PeterW&amp;gt; Well, the finished debug functionality, actually. Though Mortimer might fix that one ;)&lt;br /&gt;
20:44:15&amp;lt; Mortimer&amp;gt; it&lt;br /&gt;
20:44:36&amp;lt;!ck&amp;gt; Mortimer: So there is nothing missing, everything works?&lt;br /&gt;
20:44:40&amp;lt; Mortimer&amp;gt; I ised STL :p&lt;br /&gt;
20:44:43&amp;lt; Mortimer&amp;gt; as I understood, big no no&lt;br /&gt;
20:44:50&amp;lt;!PeterW&amp;gt; In my branch, yes :P&lt;br /&gt;
20:45:03&amp;lt;!ck&amp;gt; ok so let&#039;s merge it then it&#039;s no longer in your branch :P&lt;br /&gt;
20:45:10&amp;lt;!PeterW&amp;gt; :&#039;(&lt;br /&gt;
20:45:34&amp;lt;!PeterW&amp;gt; I do still think it makes sense style-wise to keep STL usage down.&lt;br /&gt;
20:45:41-!- Matthi [~a@clonk-center.de] has joined #openclonk-dev&lt;br /&gt;
20:45:46&amp;lt; loriel&amp;gt; Huh.&lt;br /&gt;
20:45:57&amp;lt; Mortimer&amp;gt; okay.. then someone fix it :p&lt;br /&gt;
20:46:03&amp;lt;!Newton&amp;gt; Clonk does not use STL? Since when?&lt;br /&gt;
20:46:17&amp;lt;!ck&amp;gt; It does in the meanwhile, at certain places&lt;br /&gt;
20:46:38&amp;lt;!Guenther&amp;gt; Clonk has always used the STL. Always.&lt;br /&gt;
20:46:38&amp;lt;!ck&amp;gt; Though I do think most classes don&#039;t use STL stuff in their public interface&lt;br /&gt;
20:46:39&amp;lt;!Newton&amp;gt; why would someone not want to use STL?&lt;br /&gt;
20:47:02&amp;lt;!PeterW&amp;gt; Well, I think it&#039;s good if you need some quick don&#039;t-care-type container&lt;br /&gt;
20:47:03&amp;lt; Mortimer&amp;gt; be right back..&lt;br /&gt;
20:47:10-!- Mortimer [~Mortimer@euirc-e18df716.extern.uni-duisburg-essen.de] has quit [Quit: Arr]&lt;br /&gt;
20:47:10&amp;lt; loriel&amp;gt; Generic code tends to lead to large binaries, I guess&lt;br /&gt;
20:47:31&amp;lt; loriel&amp;gt; Some implementations have unintuitive performance penalties and/or make debugging harder&lt;br /&gt;
20:47:40&amp;lt;!Guenther&amp;gt; Newton: Okay, so it&#039;s not simply a bug of some sort, but a real missing feature we fixed for clonk.de by having the files end with .html even though they&#039;re php inside.&lt;br /&gt;
20:47:40&amp;lt;!Newton&amp;gt; and faster, more bug- and obstacle free programming&lt;br /&gt;
20:47:41&amp;lt; loriel&amp;gt; Guy at EA wrote a paper about it&lt;br /&gt;
20:47:43-!- Mortimer_ [~chatzilla@euirc-552d386a.extern.uni-duisburg-essen.de] has joined #openclonk-dev&lt;br /&gt;
20:47:55&amp;lt;!Guenther&amp;gt; Do we want to keep the chm?&lt;br /&gt;
20:48:04&amp;lt;!Newton&amp;gt; thats the question&lt;br /&gt;
20:48:10&amp;lt;!PeterW&amp;gt; But once you have the container at more central places - like say, the central object list - I feel that the abstraction doesn&#039;t really do much good.&lt;br /&gt;
20:48:19&amp;lt;!Newton&amp;gt; how would offline-docs look like without a CHM?&lt;br /&gt;
20:48:35&amp;lt;!PeterW&amp;gt; Plus the Clonk source doesn&#039;t use it very often, and I&#039;m always striving to keep the style somewhat pure :)&lt;br /&gt;
20:48:46&amp;lt;!ck&amp;gt; Newton: HTML&lt;br /&gt;
20:48:58&amp;lt; ModernClonker&amp;gt; Like an folder with an index.html and an subfolder with a lot of HTML-Files&lt;br /&gt;
20:49:04&amp;lt;!Newton&amp;gt; you are a library-racist then, arent you Peter!!&lt;br /&gt;
20:49:16&amp;lt; loriel&amp;gt; phew&lt;br /&gt;
20:49:19&amp;lt;!PeterW&amp;gt; Actually, quite the opposite.&lt;br /&gt;
20:49:24&amp;lt;!Newton&amp;gt; only pure, arian libraries!&lt;br /&gt;
20:49:32&amp;lt;!Newton&amp;gt; :P&lt;br /&gt;
20:49:39&amp;lt;!PeterW&amp;gt; I&#039;m just arguing we should not forget pure C++ has its upsides, too.&lt;br /&gt;
20:49:48&amp;lt;!ck&amp;gt; Basically most distributed offline documentation I know is in plain HTML format&lt;br /&gt;
20:49:56&amp;lt; loriel&amp;gt; The standard library is part of pure C++ :/&lt;br /&gt;
20:50:05&amp;lt;!PeterW&amp;gt; And, say, just replace all data structures by STL equivalents without thinking twice.&lt;br /&gt;
20:50:19&amp;lt; loriel&amp;gt; I would not make an argument in favour of actively replacing your data structures with standar-- yeah, not that&lt;br /&gt;
20:50:34&amp;lt; loriel&amp;gt; but I think it is not a question of style to use standard library functionality that fits what you are trying to do&lt;br /&gt;
20:50:37&amp;lt; loriel&amp;gt; instead of reimplementing it&lt;br /&gt;
20:50:48&amp;lt;!ck&amp;gt; yeah, it&#039;s about newly written code. I&#039;m happy if I don&#039;t need to think about container details if I want to do mesh animation ;)&lt;br /&gt;
20:51:33&amp;lt;!PeterW&amp;gt; Well, I&#039;m just kind of prejudiced against STL because I felt I always ended up reimplementing stuff anyway - just in some alien STL dialect instead of C++&lt;br /&gt;
20:51:37&amp;lt;!Newton&amp;gt; to be cautious about abstraction applies for all libraries, not only STL&lt;br /&gt;
20:52:38&amp;lt; loriel&amp;gt; PeterW: For someone with less than years of familiarity with the clonk code, it does look some alien dialect of C++ too exactly because it does not use the standard libraries :)&lt;br /&gt;
20:53:58&amp;lt;!PeterW&amp;gt; Well, I do consider linked lists to be an universally known subject, obviously ;)&lt;br /&gt;
20:54:06&amp;lt;!Newton&amp;gt; btw, is boost now part of the c++ standard?&lt;br /&gt;
20:54:25&amp;lt; Mortimer_&amp;gt; http://bitbucket.org/mortimer/openclonk/changesets/ &amp;lt;- debug branch ... did a lot of merges lately &amp;gt;_&amp;gt;&lt;br /&gt;
20:54:25&amp;lt; loriel&amp;gt; No, but they took some inspiration&lt;br /&gt;
20:54:33&amp;lt; loriel&amp;gt; for things like the multithreading interface, smartpointers&lt;br /&gt;
20:55:26&amp;lt;!PeterW&amp;gt; Btw: Does Mortimer have repository access?&lt;br /&gt;
20:55:30&amp;lt;!Newton&amp;gt; no&lt;br /&gt;
20:55:31&amp;lt; Mortimer_&amp;gt; nope&lt;br /&gt;
20:55:36&amp;lt;!PeterW&amp;gt; Why not?&lt;br /&gt;
20:55:52&amp;lt;!Newton&amp;gt; because he didnt ask Isilkor or Günther to get one yet, I guess ^^&lt;br /&gt;
20:56:18&amp;lt;!PeterW&amp;gt; Whoa btw @ merges&lt;br /&gt;
20:56:34&amp;lt; Mortimer_&amp;gt; &amp;gt;_&amp;gt; wanted to see the new stuff without leaving the branch..&lt;br /&gt;
20:56:35&amp;lt;!PeterW&amp;gt; Well, the he should do that :)&lt;br /&gt;
20:56:55&amp;lt; Mortimer_&amp;gt; Guenther: may I have access :o ?&lt;br /&gt;
20:57:17&amp;lt; Mortimer_&amp;gt; I promise to spam everything with merge pyramids and other weird commits..&lt;br /&gt;
20:57:36&amp;lt;!PeterW&amp;gt; You might want to do some rebasing before commiting those patches.&lt;br /&gt;
20:57:53&amp;lt;!Zapper&amp;gt; btw&lt;br /&gt;
20:58:11&amp;lt;!Zapper&amp;gt; why does OC use a registry path inside RedWolf Design?&lt;br /&gt;
20:58:13&amp;lt; Mortimer_&amp;gt; i&#039;ll do that.. when i get home&lt;br /&gt;
20:58:26&amp;lt;!ck&amp;gt; While we are it: We might also want to grant Maikel access&lt;br /&gt;
20:58:28&amp;lt;!Guenther&amp;gt; Mortimer_: I guess? Iirc, I was in favor before, but others weren&#039;t, so if that&#039;s changed, great. I&#039;ll need your public ssh key.&lt;br /&gt;
20:58:51&amp;lt;!Guenther&amp;gt; Zapper: Because nobody thought of changing that yet.&lt;br /&gt;
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21:00:32&amp;lt;!Newton&amp;gt; Maikel has no access?&lt;br /&gt;
21:00:41&amp;lt;!Maikel&amp;gt; no&lt;br /&gt;
21:00:45&amp;lt;!Newton&amp;gt; oh&lt;br /&gt;
21:01:03&amp;lt;!Newton&amp;gt; thats why you never pushed your patch in the bugtracker&lt;br /&gt;
21:01:38&amp;lt;!PeterW&amp;gt; Hu? Why are there changesets by Maikel then?&lt;br /&gt;
21:01:45&amp;lt;!Maikel&amp;gt; And because I am too stupid to write my own stdadapter&lt;br /&gt;
21:02:06&amp;lt;!ck&amp;gt; PeterW: I committed some of his patches&lt;br /&gt;
21:02:16&amp;lt;!ck&amp;gt; or rather, pushed ;)&lt;br /&gt;
21:02:52&amp;lt;!PeterW&amp;gt; Well, we wanted to be rather liberal with giving people access, if I remember correctly?&lt;br /&gt;
21:03:06&amp;lt;!Maikel&amp;gt; As long as the others aren&#039;t getting annoyed by pushing 1/2 changesets a week, there is no problem for me&lt;br /&gt;
21:03:49&amp;lt;!PeterW&amp;gt; If I&#039;m not mistaken, it should be impossible to really break anything permanently.&lt;br /&gt;
21:04:38&amp;lt;!PeterW&amp;gt; Or am I wrong? o_O&lt;br /&gt;
21:04:46&amp;lt;!PeterW&amp;gt; &amp;gt; You should have some compelling arguments why you can&#039;t just use bitbucket though.&lt;br /&gt;
21:05:15&amp;lt;!PeterW&amp;gt; I don&#039;t know whether that&#039;s a wrong impression, but I don&#039;t think using multiple repositories really works that well.&lt;br /&gt;
21:05:15&amp;lt; Ape&amp;gt; PeterW: Even if somebody could destroy the repository, you could always replace it with your local one&lt;br /&gt;
21:05:19&amp;lt;!Newton&amp;gt; Isilkor wrote that after Clonkonaut pushed some shit that didnt work&lt;br /&gt;
21:05:21&amp;lt;!Maikel&amp;gt; because the repos is larger than 150Mb in a few months, hopefully&lt;br /&gt;
21:05:27&amp;lt;!PeterW&amp;gt; It makes rebasing awfully complicated, doesn&#039;t it?&lt;br /&gt;
21:05:35&amp;lt;!Newton&amp;gt; and when Carli wanted access to dunno... implement shaders&lt;br /&gt;
21:06:08&amp;lt;!ck&amp;gt; PeterW: I know we had that discussion already, but I still favor merging where it makes sense ;)&lt;br /&gt;
21:06:34&amp;lt; Mortimer_&amp;gt; too stupid to obtain my public key from bitbucket.. so i&#039;ll provide it when i get home &amp;gt;_&amp;gt;&lt;br /&gt;
21:06:45&amp;lt;!PeterW&amp;gt; http://bitbucket.org/mortimer/openclonk/changesets/ &amp;lt;- And that doesn&#039;t make you change your opinion?&lt;br /&gt;
21:07:12&amp;lt;!PeterW&amp;gt; I don&#039;t think we just want to pull that.&lt;br /&gt;
21:07:43&amp;lt;!Newton&amp;gt; why not?&lt;br /&gt;
21:07:56&amp;lt;!ck&amp;gt; well, I can still rebase locally and push that to hg.oc.org&lt;br /&gt;
21:08:09&amp;lt;!PeterW&amp;gt; Because we would import 8 new development branches this way?&lt;br /&gt;
21:08:32&amp;lt;!ck&amp;gt; would we?&lt;br /&gt;
21:08:58&amp;lt;!PeterW&amp;gt; Well, not actually branches. Development lines (?)&lt;br /&gt;
21:08:58&amp;lt; Ape&amp;gt; Cherry picking good commits from bitbucket is a good way to do it&lt;br /&gt;
21:09:05&amp;lt;!ck&amp;gt; If they aren&#039;t named and they are merged already then we don&#039;t even create a new head in our repository?&lt;br /&gt;
21:09:25&amp;lt;!ck&amp;gt; But the development lines are &amp;quot;finished&amp;quot; already when they are merged&lt;br /&gt;
21:09:26&amp;lt;!Newton&amp;gt; Mimmo: oh, you wrote in the blog&lt;br /&gt;
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21:09:34&amp;lt;!ck&amp;gt; So I don&#039;t see a problem&lt;br /&gt;
21:09:38&amp;lt;!Newton&amp;gt; now I really need to check out if highreslandscape is enabled by default&lt;br /&gt;
21:09:38&amp;lt;!PeterW&amp;gt; But they will show up in the history.&lt;br /&gt;
21:09:45&amp;lt;!Newton&amp;gt; because it does not work for most people&lt;br /&gt;
21:09:55&amp;lt;!ck&amp;gt; Yes, but that&#039;s completely OK from my pov&lt;br /&gt;
21:10:12&amp;lt;!ck&amp;gt; Because this is how the commits actually have been recorded&lt;br /&gt;
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21:10:25&amp;lt;!Guenther&amp;gt; I have far more problems with a message like &amp;quot;....&amp;quot;&lt;br /&gt;
21:10:43&amp;lt;!PeterW&amp;gt; It&#039;s complexity overhead. I don&#039;t want to scroll past pages of commits reading &amp;quot;merge&amp;quot;&lt;br /&gt;
21:10:45&amp;lt;!Guenther&amp;gt; We should try to prevent that sort of stuff ending up on openclonk.org.&lt;br /&gt;
21:11:05&amp;lt;!Newton&amp;gt; TortoiseHG has the option to hide all &amp;quot;merge&amp;quot;-commits&lt;br /&gt;
21:11:06&amp;lt;!PeterW&amp;gt; And then wonder which one of the dozens of development lines actually means what.&lt;br /&gt;
21:11:24&amp;lt;!PeterW&amp;gt; Yeah, which then makes the second issue worse.&lt;br /&gt;
21:11:33&amp;lt;!ck&amp;gt; We could tell people to use more meaningful commit messages then &amp;quot;Merge&amp;quot;&lt;br /&gt;
21:11:45&amp;lt;!Newton&amp;gt; hehe&lt;br /&gt;
21:11:51&amp;lt;!PeterW&amp;gt; How is that supposed to make things easier? :)&lt;br /&gt;
21:12:02&amp;lt;!PeterW&amp;gt; Then you have even more useless information.&lt;br /&gt;
21:12:02&amp;lt;!Newton&amp;gt; &amp;quot;why did somebody commit just when I wanted to push!!! ARGH&amp;quot;&lt;br /&gt;
21:12:14&amp;lt;!Newton&amp;gt; &amp;quot;merging mesh with default... AGAIN!!!&amp;quot;&lt;br /&gt;
21:12:26&amp;lt;!ck&amp;gt; Newton: Now in that case even I&#039;d go with rebase&lt;br /&gt;
21:12:28&amp;lt;!ck&amp;gt; (And I normally do)&lt;br /&gt;
21:12:31&amp;lt; Mortimer_&amp;gt; i once did that!1&lt;br /&gt;
21:12:31&amp;lt;!Newton&amp;gt; &amp;quot;WTF, well here it goes - mergyly dumdidum&amp;quot;&lt;br /&gt;
21:12:38&amp;lt;!PeterW&amp;gt; I don&#039;t care about merges or how a patch was developed.&lt;br /&gt;
21:12:52&amp;lt;!PeterW&amp;gt; I want to know how the patches appeared on the repository.&lt;br /&gt;
21:12:58&amp;lt;!ck&amp;gt; It makes it easier to see &amp;quot;which one of the dozens of development lines actually means what.&amp;quot;&lt;br /&gt;
21:13:03&amp;lt;!ck&amp;gt; I do.&lt;br /&gt;
21:13:25&amp;lt;!PeterW&amp;gt; Why? :P&lt;br /&gt;
21:13:52&amp;lt;!ck&amp;gt; Because it preserves information like the conditions under which a patch has been developed&lt;br /&gt;
21:14:25&amp;lt;!PeterW&amp;gt; Which is very seldom the condition under which the patch is actually approved for release.&lt;br /&gt;
21:14:52&amp;lt;!Mimmo_O&amp;gt; Newton: yes i did&lt;br /&gt;
21:15:02&amp;lt;!Newton&amp;gt; good&lt;br /&gt;
21:15:25&amp;lt;!PeterW&amp;gt; Because while development is a pretty messy task of try-and-error and local developer management, taking it over into the repository is a far more structured process&lt;br /&gt;
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21:16:38&amp;lt;!PeterW&amp;gt; But we&#039;re getting to far into the discussion again.&lt;br /&gt;
21:17:08&amp;lt;!PeterW&amp;gt; Guenther wanted to discuss something about strings and C4IDs, if I remember correctly?&lt;br /&gt;
21:17:26&amp;lt;!ck&amp;gt; Yeah, but that&#039;s not the point IMO@the conditions differ at merge time, since one can merge the other way if one needs to have the same&lt;br /&gt;
21:17:45&amp;lt;!ck&amp;gt; I agree on that discussion being somewhat pointless though ;)&lt;br /&gt;
21:17:52&amp;lt;!Guenther&amp;gt; Na, I just wanted to accuse Isilkor of NIH and let it be ;-)&lt;br /&gt;
21:18:10&amp;lt;!PeterW&amp;gt; So that&#039;s done then? ;)&lt;br /&gt;
21:18:45&amp;lt;!PeterW&amp;gt; Isilkor seems to be passive anyway.&lt;br /&gt;
21:19:07&amp;lt;!PeterW&amp;gt; Anything else that needs discussion?&lt;br /&gt;
21:19:16&amp;lt;!Guenther&amp;gt; A better discussion might be the question of how-to-prevent-C4IDs and other identifiers from clashing&lt;br /&gt;
21:20:02&amp;lt;!Maikel&amp;gt; We decided to use a namespace Core_&lt;br /&gt;
21:20:09&amp;lt;!Guenther&amp;gt; So if we change CLNK to &amp;quot;Clonk&amp;quot; or some such, you suddenly can&#039;t have a variable named Clonk anymore, if I read the Code correctly&lt;br /&gt;
21:20:15&amp;lt;!Guenther&amp;gt; Ah, good.&lt;br /&gt;
21:20:38&amp;lt;!PeterW&amp;gt; Core_ is the namespace for Objects.c4d?&lt;br /&gt;
21:21:10&amp;lt;!Guenther&amp;gt; OC_ might have been a little bit shorter, but well.&lt;br /&gt;
21:21:25&amp;lt;!Newton&amp;gt; Peter: oh, its still the meeting? ^^&lt;br /&gt;
21:21:38&amp;lt; loriel&amp;gt; I was opposed to OC_ because it hardcodes the project name :&amp;gt;&lt;br /&gt;
21:21:46&amp;lt;!Maikel&amp;gt; Some people were against OC because of branding&lt;br /&gt;
21:21:56&amp;lt;!PeterW&amp;gt; As long as people are discussing - I guess so? :) @ Newton&lt;br /&gt;
21:22:06&amp;lt;!Maikel&amp;gt; Regarding IDs we should get rid off the old ones asap&lt;br /&gt;
21:22:34&amp;lt;!Newton&amp;gt; but I want Library_ for libraries&lt;br /&gt;
21:22:36&amp;lt;!ck&amp;gt; any volunteer for that? :)&lt;br /&gt;
21:22:43&amp;lt;!ck&amp;gt; Newton: Didn&#039;t we say Core_Library_ even?&lt;br /&gt;
21:22:45&amp;lt;!PeterW&amp;gt; Also if we do something like Knights.c4d in future, would we want to call it OC_Knights_?&lt;br /&gt;
21:22:54&amp;lt;!Newton&amp;gt; ur :(@Core_libary&lt;br /&gt;
21:23:00&amp;lt;!ck&amp;gt; I&#039;d say just Knights_&lt;br /&gt;
21:23:11&amp;lt;!Newton&amp;gt; why do we need Namespaces again?&lt;br /&gt;
21:23:26&amp;lt;!PeterW&amp;gt; We should call it Core.c4d then, btw.&lt;br /&gt;
21:23:42&amp;lt;!ck&amp;gt; Hm, I&#039;m not opposed to that@renaming to Core.c4d&lt;br /&gt;
21:24:27&amp;lt;!Newton&amp;gt; I want to note that with OC there will probably just one official main pack&lt;br /&gt;
21:24:28&amp;lt;!ck&amp;gt; Newton: But especially for libraries long IDs are not too annoying are they?&lt;br /&gt;
21:24:38&amp;lt;!ck&amp;gt; They only need to be given once for a script when including them&lt;br /&gt;
21:24:49&amp;lt;!Newton&amp;gt; as classical knight elements and I am sure fantasy elements will go into the main pack&lt;br /&gt;
21:25:08&amp;lt;!PeterW&amp;gt; Another thing to think about: calling it &amp;quot;Core&amp;quot; makes it sound like it&#039;s really needed for running the game.&lt;br /&gt;
21:25:22&amp;lt;!PeterW&amp;gt; Like, say, System.c4g scripts.&lt;br /&gt;
21:25:38&amp;lt;!ck&amp;gt; Std anyone? ;)&lt;br /&gt;
21:25:41&amp;lt; loriel&amp;gt; We could call it Std_&lt;br /&gt;
21:25:42&amp;lt; loriel&amp;gt; hey!&lt;br /&gt;
21:25:42&amp;lt; Matthi&amp;gt; st...&lt;br /&gt;
21:25:45&amp;lt;!Newton&amp;gt; ck: thats true. But what is the chance of having two Libraries of the same name&lt;br /&gt;
21:25:46&amp;lt; Matthi&amp;gt; ok&lt;br /&gt;
21:26:23&amp;lt;!Newton&amp;gt; or two Horses&lt;br /&gt;
21:26:26&amp;lt;!Newton&amp;gt; two Clonks&lt;br /&gt;
21:26:42&amp;lt;!ck&amp;gt; I don&#039;t think it&#039;s a question of likelihood but rather one of consistency.&lt;br /&gt;
21:26:45&amp;lt;!Newton&amp;gt; or is the namespacing about more than just possible name collisions?&lt;br /&gt;
21:26:46&amp;lt;!Sven2&amp;gt; *jumps in* I&#039;d like to have it as short as possible&lt;br /&gt;
21:27:05&amp;lt;!ck&amp;gt; Plus likelihood 0 is better than likelihood 0+epsilon :)&lt;br /&gt;
21:27:18&amp;lt; loriel&amp;gt; Std_, Vanilla_, Default_, Basic_, ... hm :&lt;br /&gt;
21:27:19&amp;lt; loriel&amp;gt; :)&lt;br /&gt;
21:27:21&amp;lt;!Newton&amp;gt; I mean, it would be pretty neat to just be able to write Bow-&amp;gt;GetWidth() ... whatever&lt;br /&gt;
21:27:24&amp;lt;!PeterW&amp;gt; Btw, we didn&#039;t agree on something like &amp;quot;#use Core&amp;quot;?&lt;br /&gt;
21:27:36&amp;lt;!Sven2&amp;gt; Yes, I agree on that @neat&lt;br /&gt;
21:27:37&amp;lt;!Newton&amp;gt; whats that&lt;br /&gt;
21:27:51&amp;lt; loriel&amp;gt; Like using namespace?&lt;br /&gt;
21:27:55&amp;lt;!PeterW&amp;gt; Yes&lt;br /&gt;
21:28:07&amp;lt;!Newton&amp;gt; we could also say: he, the core/std pack does not use any namespaces but all others have to!!!&lt;br /&gt;
21:28:08&amp;lt;!PeterW&amp;gt; So you can use, say, &amp;quot;Clonk&amp;quot; and it resolves to &amp;quot;Core_Clonk&amp;quot;&lt;br /&gt;
21:28:30&amp;lt;!PeterW&amp;gt; Then we don&#039;t need to worry about long names anymore.&lt;br /&gt;
21:28:47&amp;lt; loriel&amp;gt; Newton: imho, that is mean. :)&lt;br /&gt;
21:28:54&amp;lt;!Newton&amp;gt; btw is it _ now? I&#039;d like : or :: better&lt;br /&gt;
21:29:04&amp;lt;!PeterW&amp;gt; (It&#039;s preferable to doing abbreviations like &amp;quot;Std&amp;quot;, imo)&lt;br /&gt;
21:29:15&amp;lt; loriel&amp;gt; Newton: I think everything should be in some namespace and then the user can decide what thigns to bring into the global scope, if we end up having #use&lt;br /&gt;
21:29:16&amp;lt;!Guenther&amp;gt; The train about branding has left the station a long time ago with all the C4* stuff...&lt;br /&gt;
21:29:39&amp;lt;!Newton&amp;gt; [ ] C4&lt;br /&gt;
21:29:42&amp;lt;!Newton&amp;gt; [ ] Std&lt;br /&gt;
21:29:45&amp;lt;!Newton&amp;gt; [ ] Core&lt;br /&gt;
21:29:46&amp;lt; loriel&amp;gt; Newton: I was in favour of _ because it would parse as a regular identifier right now, I did not think people would take the C++ namespace analogy that far&lt;br /&gt;
21:29:53&amp;lt;!Newton&amp;gt; [ ] nix&lt;br /&gt;
21:30:01&amp;lt; loriel&amp;gt; I would be all for :: if there is an equivalent of using namespace&lt;br /&gt;
21:30:09&amp;lt;!PeterW&amp;gt; [ ] #use?&lt;br /&gt;
21:30:23&amp;lt;!Newton&amp;gt; that would be an addition, no?@peter&lt;br /&gt;
21:30:45&amp;lt;!PeterW&amp;gt; Well, it would influence my vote.&lt;br /&gt;
21:31:10&amp;lt;!Guenther&amp;gt; Well, if C4Script had proper scoping, we might get away with not using name-prefixes&lt;br /&gt;
21:31:11&amp;lt;!ck&amp;gt; I think we&#039;ll end up with #use in one form or the other&lt;br /&gt;
21:31:12&amp;lt;!Sven2&amp;gt; He, C4 would be cool&lt;br /&gt;
21:31:12&amp;lt;!Sven2&amp;gt; C4Clonk!&lt;br /&gt;
21:31:13&amp;lt;!PeterW&amp;gt; I&#039;m slightly against &amp;quot;::&amp;quot; because it&#039;s two characters... ;)&lt;br /&gt;
21:31:29&amp;lt; loriel&amp;gt; But if you use :, the ? : operator will be harder to parse!&lt;br /&gt;
21:31:47&amp;lt;!ck&amp;gt; What about .?&lt;br /&gt;
21:31:54&amp;lt;!Sven2&amp;gt; On that topic...what happened to the idea of replacing &amp;quot;-&amp;gt;&amp;quot; with &amp;quot;.&amp;quot;?&lt;br /&gt;
21:31:54&amp;lt;!Newton&amp;gt; there is no ? : operator, loriel&lt;br /&gt;
21:32:04&amp;lt;!PeterW&amp;gt; Don&#039;t we want to use that in place of &amp;quot;-&amp;gt;&amp;quot;? @ ck&lt;br /&gt;
21:32:06&amp;lt; loriel&amp;gt; Newton: Well, there is no :: operator right now either&lt;br /&gt;
21:32:12&amp;lt; Matthi&amp;gt; [x] Core&lt;br /&gt;
21:32:12&amp;lt; Matthi&amp;gt; [x] #use&lt;br /&gt;
21:32:12&amp;lt; Matthi&amp;gt; [x] ::&lt;br /&gt;
21:32:23&amp;lt;!Sven2&amp;gt; I&#039;m with Matthi here&lt;br /&gt;
21:32:26&amp;lt;!Newton&amp;gt; ack&lt;br /&gt;
21:32:31&amp;lt;!PeterW&amp;gt; ack. But &amp;quot;_&amp;quot;.&lt;br /&gt;
21:32:47&amp;lt; loriel&amp;gt; How about \?&lt;br /&gt;
21:32:49&amp;lt;!ck&amp;gt; PeterW: Well, I prefer -&amp;gt;&lt;br /&gt;
21:33:01&amp;lt;!Guenther&amp;gt; #use just makes the problem come again.&lt;br /&gt;
21:33:09&amp;lt;!Newton&amp;gt; Sven: The discussion is versandet because it didnt look like someone was ready to implement that&lt;br /&gt;
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21:33:26&amp;lt;!Sven2&amp;gt; Implement what? -&amp;gt; to .?&lt;br /&gt;
21:33:31&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
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21:33:35&amp;lt; loriel&amp;gt; Guenther: But then you can still take #use out of your script and give all the namespaces explicitly&lt;br /&gt;
21:33:36&amp;lt;!Sven2&amp;gt; That&#039;s one character to change in source?&lt;br /&gt;
21:33:47&amp;lt;!Guenther&amp;gt; Because just about everything in the main pack would use it, and you&#039;d have to search the entire main pack to make sure there&#039;s no collision before using a new name&lt;br /&gt;
21:33:47&amp;lt;!ck&amp;gt; And hundreds in scripts :)&lt;br /&gt;
21:34:06&amp;lt;!Sven2&amp;gt; Search&amp;amp;Replace should be pretty safe here&lt;br /&gt;
21:34:12&amp;lt; Matthi&amp;gt; ck: well, find&amp;amp;replace should do the trick here&lt;br /&gt;
21:34:18&amp;lt;!ck&amp;gt; Dunno. I still prefer -&amp;gt; over .&lt;br /&gt;
21:34:22&amp;lt;!PeterW&amp;gt; When doing what? @ Guenther&lt;br /&gt;
21:34:38&amp;lt;!ck&amp;gt; Guenther: The parser can emit an error if there is a collision&lt;br /&gt;
21:34:44&amp;lt;!ck&amp;gt; +only&lt;br /&gt;
21:35:07&amp;lt; loriel&amp;gt; Guenther: I am not sure I can follow. Are you saying the main pack is too big?&lt;br /&gt;
21:35:23&amp;lt;!Guenther&amp;gt; When introducing a &amp;quot;Foo&amp;quot; object, you&#039;d have to make sure there&#039;s no local variable named foo in the entire pack.&lt;br /&gt;
21:36:04&amp;lt; loriel&amp;gt; Well, then tell people writing main pack code not to use #use&lt;br /&gt;
21:36:04&amp;lt; loriel&amp;gt; :/&lt;br /&gt;
21:36:13&amp;lt;!Sven2&amp;gt; Local variables are supposed to be lower case?&lt;br /&gt;
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21:36:29&amp;lt;!Guenther&amp;gt; are they?&lt;br /&gt;
21:36:43&amp;lt;!Sven2&amp;gt; It&#039;s what most people do&lt;br /&gt;
21:36:51&amp;lt;!Sven2&amp;gt; And some use hungarian, which would also not conflict&lt;br /&gt;
21:37:02&amp;lt;!Sven2&amp;gt; I&#039;d be more worried about function names&lt;br /&gt;
21:37:16&amp;lt;!Guenther&amp;gt; yeah.&lt;br /&gt;
21:38:33&amp;lt;!PeterW&amp;gt; Hm, having some sort of trailing character of IDs is out, I guess?&lt;br /&gt;
21:38:37&amp;lt;!Newton&amp;gt; bot i want to name my special clonk iClonkIndex !!!&lt;br /&gt;
21:38:38&amp;lt;!PeterW&amp;gt; *for&lt;br /&gt;
21:38:45&amp;lt;!Newton&amp;gt; or &amp;quot;i&amp;quot;&lt;br /&gt;
21:38:46&amp;lt;!Sven2&amp;gt; Clonk$?&lt;br /&gt;
21:39:15&amp;lt;!PeterW&amp;gt; More like $Clonk - the upside would be that synthax highlighting can pick it up.&lt;br /&gt;
21:41:13&amp;lt;!PeterW&amp;gt; Ruby has &amp;quot;:bla&amp;quot; for something similar... :)&lt;br /&gt;
21:41:55&amp;lt;!Sven2&amp;gt; I wouldn&#039;t mind that&lt;br /&gt;
21:42:21&amp;lt;!Maikel&amp;gt; Can we even use :?&lt;br /&gt;
21:42:27&amp;lt;!PeterW&amp;gt; .oO( &amp;quot;:Core:Clonk&amp;quot;? )&lt;br /&gt;
21:42:43&amp;lt;!PeterW&amp;gt; Might get confusing with Namespaces, though.&lt;br /&gt;
21:42:53&amp;lt;!Maikel&amp;gt; I&#039;d prefer C_&lt;br /&gt;
21:43:20&amp;lt;!PeterW&amp;gt; For marking IDs?&lt;br /&gt;
21:43:22&amp;lt; ModernClonker&amp;gt; Why C_?&lt;br /&gt;
21:43:27&amp;lt;!Maikel&amp;gt; So everybody can fill in his favorite word, either Clonk or Core.&lt;br /&gt;
21:43:44&amp;lt;!Guenther&amp;gt; We need a method to decide such matter-of-taste questions...&lt;br /&gt;
21:43:48&amp;lt;!PeterW&amp;gt; And what about stuff that isn&#039;t neither Clonk nor Core? ;)&lt;br /&gt;
21:43:55&amp;lt;!Guenther&amp;gt; Simple forum poll?&lt;br /&gt;
21:44:08&amp;lt;!PeterW&amp;gt; Which matter of taste currently?&lt;br /&gt;
21:44:09&amp;lt;!Maikel&amp;gt; Yes but we have like unlimited options&lt;br /&gt;
21:44:33&amp;lt; loriel&amp;gt; \Core\Clonk&lt;br /&gt;
21:44:34&amp;lt;!Guenther&amp;gt; How to distinguish C4Ids from other global constants.&lt;br /&gt;
21:45:08&amp;lt;!Guenther&amp;gt; The possibilities are endless, as we&#039;re seeing, and it doesn&#039;t matter much which we pick&lt;br /&gt;
21:45:20&amp;lt;!Newton&amp;gt; well&lt;br /&gt;
21:45:26&amp;lt;!Newton&amp;gt; as Sven2: coding guidelines&lt;br /&gt;
21:45:33&amp;lt;!PeterW&amp;gt; Well, I guess we have a consensus in that we need /some/ kind of fixed prefix?&lt;br /&gt;
21:45:42&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
21:45:47&amp;lt;!Newton&amp;gt; Isilkor said, if I declare a variable named Core_Clonk, it hides the definition&lt;br /&gt;
21:45:59&amp;lt;!Newton&amp;gt; but this won&#039;t happen too often&lt;br /&gt;
21:46:10&amp;lt;!Newton&amp;gt; very seldom, actually - especially with namespaces&lt;br /&gt;
21:46:12&amp;lt;!Guenther&amp;gt; As long as we pick one. Hm, ideally one that can be changed by search&amp;amp;replace if we decide to get rid of it&lt;br /&gt;
21:46:17&amp;lt;!ck&amp;gt; What kind of fixed prefix? A namespace kind, or a special character like $ or :?&lt;br /&gt;
21:46:31&amp;lt;!PeterW&amp;gt; Then making it &amp;quot;Core&amp;quot; or &amp;quot;C&amp;quot; doesn&#039;t make much sense, imo. &amp;quot;ID_&amp;quot; would be the logical choice if we want a word.&lt;br /&gt;
21:46:38&amp;lt; loriel&amp;gt; Or even a namespace separated from the actual name by a special character...!&lt;br /&gt;
21:47:00&amp;lt;!PeterW&amp;gt; A Prefix that dsitinguishes it from method names.&lt;br /&gt;
21:47:12&amp;lt;!PeterW&amp;gt; *distinguishes&lt;br /&gt;
21:47:19&amp;lt;!ck&amp;gt; What&#039;s the problem with methods overriding the ID locally in that script?&lt;br /&gt;
21:47:19&amp;lt;!Newton&amp;gt; err, I don&#039;t see the necessity to have a fixed prefix for IDs&lt;br /&gt;
21:47:38&amp;lt;!ck&amp;gt; The script won&#039;t use that ID if it introduces a method with the same name&lt;br /&gt;
21:48:16&amp;lt;!Guenther&amp;gt; hm, the only character on a german keyboard which is reachable by one keystroke, somewhat available, doesn&#039;t have a dead key problem, and is ASCII, is #&lt;br /&gt;
21:48:36&amp;lt;!PeterW&amp;gt; I don&#039;t think it&#039;s very good design if you have to look at the whole script to decide what kind of identifier you&#039;re looking at&lt;br /&gt;
21:48:42&amp;lt;!Guenther&amp;gt; ck: But an include might.&lt;br /&gt;
21:48:56&amp;lt;!PeterW&amp;gt; In case of global functions, that might be quite a lot.&lt;br /&gt;
21:49:36&amp;lt;!Guenther&amp;gt; And yeah, being able to distinguish IDs from variables without having the whole global and local variable list in your head is a feature&lt;br /&gt;
21:49:43&amp;lt;!PeterW&amp;gt; So shall we make a poll out of &amp;quot;do we even want a fixed prefix?&amp;quot;? :)&lt;br /&gt;
21:49:44&amp;lt;!Newton&amp;gt; global functions dont hide ids&lt;br /&gt;
21:50:03&amp;lt;!Newton&amp;gt; GetHiRank()-&amp;gt;GetWidth();&lt;br /&gt;
21:50:14&amp;lt;!PeterW&amp;gt; But local ones do? What about appends and includes? I don&#039;t think we want to put too much thought into that.&lt;br /&gt;
21:50:14&amp;lt;!Newton&amp;gt; GetHiRank-&amp;gt;GetWidth(); &amp;lt;- this one is an id&lt;br /&gt;
21:50:22&amp;lt;!ck&amp;gt; I&#039;m not sure how it currently works, but it would need to only override it for that script, not for its includes&lt;br /&gt;
21:50:35&amp;lt;!Newton&amp;gt; I don&#039;t undestand your point&lt;br /&gt;
21:50:40&amp;lt;!Guenther&amp;gt; PeterW: We could include it in the poll. Perhaps even as &amp;quot;I don&#039;t want a prefix&amp;quot; and &amp;quot;I can live without one&amp;quot;&lt;br /&gt;
21:51:24&amp;lt;!PeterW&amp;gt; A minor gripe with &amp;quot;#&amp;quot; would be that we already use it for our directives.&lt;br /&gt;
21:51:25&amp;lt;!Guenther&amp;gt; Which identifier hide which other is not really well defined. It might even depend on which part of the engine you&#039;re looking at.&lt;br /&gt;
21:52:05&amp;lt;!PeterW&amp;gt; That&#039;s exactly what I&#039;m trying to sidestep - let&#039;s have a prefix and be done with it.&lt;br /&gt;
21:52:17&amp;lt;!ck&amp;gt; yeah, I see, it&#039;s probably possible to get it correct, but too much effort to do so :)&lt;br /&gt;
21:52:25&amp;lt;!ck&amp;gt; @go without prefix&lt;br /&gt;
21:52:29&amp;lt;!Newton&amp;gt; statics hide ids&lt;br /&gt;
21:52:32&amp;lt;!Newton&amp;gt; locals hide statics&lt;br /&gt;
21:52:39&amp;lt;!Newton&amp;gt; vars hide locals&lt;br /&gt;
21:52:44&amp;lt;!Guenther&amp;gt; Aren&#039;t ids statics now?&lt;br /&gt;
21:52:46&amp;lt;!Newton&amp;gt; @clear defined&lt;br /&gt;
21:52:52&amp;lt;!Guenther&amp;gt; So it depends on the loading order...&lt;br /&gt;
21:53:09&amp;lt;!Newton&amp;gt; so it is wrong what i said?&lt;br /&gt;
21:53:57&amp;lt;!Guenther&amp;gt; Well, no. The parser has gotten an identifier, and tries to make sense of it. depending on where it is, it checks various sources, and picks one, and maybe issues an error if it also finds another&lt;br /&gt;
21:54:25&amp;lt;!Guenther&amp;gt; It should be mostly consistent, but it&#039;s a mess&lt;br /&gt;
21:55:26&amp;lt;!Guenther&amp;gt; And if I&#039;ve read the source correctly, a C4ID is more or less a &amp;quot;static const&amp;quot; now&lt;br /&gt;
21:55:41&amp;lt;!Newton&amp;gt; I see&lt;br /&gt;
21:55:57&amp;lt;!PeterW&amp;gt; Btw - don&#039;t static consts also use upper case names?&lt;br /&gt;
21:56:00&amp;lt;!Newton&amp;gt; actually to define a static with the same name as a C4ID might have some interesting side-effects&lt;br /&gt;
21:56:10&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
21:56:10&amp;lt;!Guenther&amp;gt; and multiple static const overwrite each other, but in which order depends on engine internals&lt;br /&gt;
21:56:24&amp;lt;!Newton&amp;gt; but they have all this BIG_LETTER_Bullshit in front&lt;br /&gt;
21:56:47&amp;lt;!Newton&amp;gt; or rather *Stuff&lt;br /&gt;
21:57:44&amp;lt;!PeterW&amp;gt; Well, this is all a matter of taste by now - but I /do/ think we should use a prefix instead of relying on a shaky pile of naming conventions and overload rules.&lt;br /&gt;
21:57:49&amp;lt;!Guenther&amp;gt; So until someone goes and fixes this stuff - I started, but didn&#039;t finish - we should imho go with the argument &amp;quot;it&#039;s good to see at first glance whether you have an id&amp;quot; and pretend that&#039;s the real reason ;-)&lt;br /&gt;
21:59:11&amp;lt;!PeterW&amp;gt; So, who does the poll? ;)&lt;br /&gt;
22:01:32&amp;lt;!Guenther&amp;gt; We might want to gather options in a topic first&lt;br /&gt;
22:02:31&amp;lt;!PeterW&amp;gt; Well, then let&#039;s do that instead.&lt;br /&gt;
22:03:05&amp;lt;!PeterW&amp;gt; Do we have anything else to discuss?&lt;br /&gt;
22:04:56&amp;lt;!Maikel&amp;gt; Maybe we can also get some clear conventions on iPlr and plr, pObj and obj, that&#039;s also done very differently in the current code.&lt;br /&gt;
22:06:05&amp;lt;!ck&amp;gt; 21:36:13 &amp;lt;!Sven2&amp;gt; Local variables are supposed to be lower case?&lt;br /&gt;
22:06:10&amp;lt;!ck&amp;gt; So iPlr and pObj are out :P&lt;br /&gt;
22:06:22&amp;lt;!Newton&amp;gt; they start with lower case&lt;br /&gt;
22:06:23&amp;lt;!Maikel&amp;gt; Then we have a great documentation :D&lt;br /&gt;
22:06:29&amp;lt;!PeterW&amp;gt; Only applies to the first character, silly ;)&lt;br /&gt;
22:06:35&amp;lt;!ck&amp;gt; oh :(&lt;br /&gt;
22:06:54&amp;lt;!Newton&amp;gt; PeterW: we talked a lot about interna&lt;br /&gt;
22:07:03&amp;lt;!Newton&amp;gt; I&#039;d like to see more progress on the content&lt;br /&gt;
22:07:23&amp;lt;!Newton&amp;gt; perhaps talk about some ideas for weapons, tools &amp;amp; stuff?&lt;br /&gt;
22:07:24&amp;lt;!PeterW&amp;gt; Well, it would be great if we could solve the CamelCase versus the bottom_liners, but I don&#039;t think we&#039;ll manage that.&lt;br /&gt;
22:07:30&amp;lt;!Newton&amp;gt; - and post that&lt;br /&gt;
22:07:50&amp;lt;!PeterW&amp;gt; +war&lt;br /&gt;
22:08:12&amp;lt;!Maikel&amp;gt; Well, I tried to implement a rope+hook that can be shot with the bow.&lt;br /&gt;
22:08:34&amp;lt;!Newton&amp;gt; :o&lt;br /&gt;
22:08:42&amp;lt; Matthi&amp;gt; PeterW: I don&#039;t think it&#039;s worth discussing much more&lt;br /&gt;
22:09:00&amp;lt; loriel&amp;gt; Maybe we can compromise on camelCase&lt;br /&gt;
22:09:14&amp;lt;!ck&amp;gt; loriel: yeah, let&#039;s introduce a third style :D&lt;br /&gt;
22:09:16&amp;lt;!Newton&amp;gt; I also want to discuss that Matthi does nothing&lt;br /&gt;
22:09:33&amp;lt; Matthi&amp;gt; The time spent on forum topics, polls and whatnot would be spent better on implementing whatever comes to your mind :/&lt;br /&gt;
22:09:34&amp;lt;!Newton&amp;gt; that might be dromedarCase&lt;br /&gt;
22:09:51&amp;lt; loriel&amp;gt; (I always thought it was camelCase versus PascalCase)&lt;br /&gt;
22:09:57&amp;lt; Matthi&amp;gt; I just don&#039;t think it&#039;s THAT big a deal.&lt;br /&gt;
22:10:17&amp;lt;!Newton&amp;gt; and I want to discuss that Matthi shouldnt do advice here and in the forum but spent his time better on implementing stuff&lt;br /&gt;
22:10:45&amp;lt;!Newton&amp;gt; but the camel has two höckers&lt;br /&gt;
22:10:54&amp;lt;!PeterW&amp;gt; (I think that too, I might have failed to express a slightly sarcastic tone. :) )&lt;br /&gt;
22:11:24&amp;lt; Matthi&amp;gt; Newton: Right now, my main occupation is trying not to fail an exam for I would have to add a year if do. Ask me about actually coding or doing stuff in about a week again&lt;br /&gt;
22:11:44&amp;lt;!Maikel&amp;gt; [x] Newton implements everything, the rest goes to bed now.&lt;br /&gt;
22:11:54&amp;lt;!Newton&amp;gt; Lets discuss how much Matthi fails his exams&lt;br /&gt;
22:12:17&amp;lt;!ck&amp;gt; Lets discuss about how much Newton drank already this night&lt;br /&gt;
22:12:52&amp;lt;!Newton&amp;gt; no seriously, I think it is very important to open up and public-ize OC through all platforms we can teh best we can&lt;br /&gt;
22:13:01-!- ShadoOw [~ShadoOw@euirc-bdf8d76a.dip.t-dialin.net] has quit [Ping timeout]&lt;br /&gt;
22:13:11&amp;lt;!Maikel&amp;gt; Yes we can?&lt;br /&gt;
22:13:32&amp;lt;!Newton&amp;gt; because motivation (and time) of single people runs out - as productive as they may be&lt;br /&gt;
22:13:52&amp;lt;!Newton&amp;gt; but if we turn more towards community buildings, the long term gain for the project will be greater&lt;br /&gt;
22:14:01&amp;lt;!Newton&amp;gt; because the project is not so much bound to certain people anymore&lt;br /&gt;
22:14:12&amp;lt;!Maikel&amp;gt; But you really need content to show&lt;br /&gt;
22:14:33&amp;lt; Matthi&amp;gt; And we&#039;re going to need a bigger chatroom on mondays, then.&lt;br /&gt;
22:14:34&amp;lt;!Newton&amp;gt; and where are the people who are good with C4Script?&lt;br /&gt;
22:14:42&amp;lt;!Newton&amp;gt; (not counting us)&lt;br /&gt;
22:15:02&amp;lt;!Maikel&amp;gt; Everybody interested in OC development is in the CCF?&lt;br /&gt;
22:15:05&amp;lt; Matthi&amp;gt; I guess there are busy coding C4Script for a game that actually WORKS? :/&lt;br /&gt;
22:15:32&amp;lt;!Newton&amp;gt; well, I think OC reached a state where content developers can begin to err.. dwell&lt;br /&gt;
22:15:38&amp;lt; Matthi&amp;gt; Yes&lt;br /&gt;
22:15:52&amp;lt;!Newton&amp;gt; so it works out of a C4Scripter POV&lt;br /&gt;
22:15:55&amp;lt; Matthi&amp;gt; And throw around their code when the forum poll has decided the camel-case-war?&lt;br /&gt;
22:16:22&amp;lt;!Newton&amp;gt; ?&lt;br /&gt;
22:16:36&amp;lt; Matthi&amp;gt; Seriously, I won&#039;t be doing a greal deal of script-work unless the engine-side of scripting is near &amp;quot;done&amp;quot;&lt;br /&gt;
22:16:58&amp;lt;!Newton&amp;gt; tell me, what is missing engine side`&lt;br /&gt;
22:17:08&amp;lt; Matthi&amp;gt; Well, let&#039;s say, consistency?&lt;br /&gt;
22:17:20&amp;lt;!Newton&amp;gt; meaning?&lt;br /&gt;
22:18:06&amp;lt; Matthi&amp;gt; There are still open topics, like if we use &amp;quot;.&amp;quot; or &amp;quot;-&amp;gt;&amp;quot;, Camel-Case Namespaces, how propertyLists/Setter-Getter are managed...&lt;br /&gt;
22:19:14&amp;lt;!Newton&amp;gt; the first is not of any importance&lt;br /&gt;
22:19:24&amp;lt; Matthi&amp;gt; And as long there are these big discussions about C4Script every monday, dreadging to change or (re-)implement stuff, I don&#039;t really want to get started&lt;br /&gt;
22:19:44&amp;lt;!Newton&amp;gt; if this patch comes, the one that does this patch will replace all -&amp;gt; with .&lt;br /&gt;
22:19:55&amp;lt;!Newton&amp;gt; and so with all other C4Script changes&lt;br /&gt;
22:20:07&amp;lt;!Newton&amp;gt; nobody may commit a patch that breaks the game&lt;br /&gt;
22:20:07&amp;lt; Matthi&amp;gt; Haha&lt;br /&gt;
22:20:28&amp;lt; Matthi&amp;gt; Well, that&#039;s not a good idea&lt;br /&gt;
22:20:37&amp;lt; Matthi&amp;gt; You&#039;d just burden the engine coders even more&lt;br /&gt;
22:21:05&amp;lt;!Newton&amp;gt; aha, is that so&lt;br /&gt;
22:21:18&amp;lt;!Newton&amp;gt; well but this is how we do it with our repository&lt;br /&gt;
22:21:34&amp;lt;!ck&amp;gt; I think Newton is right here. We should not commit any patches obviously and intentionally breaking stuff.&lt;br /&gt;
22:21:45&amp;lt; Matthi&amp;gt; Of course&lt;br /&gt;
22:21:51&amp;lt;!ck&amp;gt; At least not if it has not been discussed before&lt;br /&gt;
22:21:52&amp;lt; Matthi&amp;gt; that&#039;s not what I&#039;m getting at&lt;br /&gt;
22:22:26&amp;lt;!Newton&amp;gt; and this out of an obvious reason&lt;br /&gt;
22:22:30&amp;lt;!Newton&amp;gt; you are right, we need content&lt;br /&gt;
22:22:55&amp;lt;!Newton&amp;gt; but content can only be developed if the content developers know that they dont have to write everything new all the time&lt;br /&gt;
22:22:57&amp;lt; Matthi&amp;gt; I&#039;m saying: Creating script content NOW is a burden for everybody, while creating script content when Engine-C4Script is _done_ isn&#039;t and might even be easier for the scripters.&lt;br /&gt;
22:24:26&amp;lt;!Newton&amp;gt; you are assuming that there is some mysterious &amp;quot;engine developer&amp;quot; regularly contributing in the shadows, following his schedule until he is done, at one fixed date. And until then, C4Script may not be called &amp;quot;done&amp;quot; and shouldn&#039;t be used&lt;br /&gt;
22:24:53&amp;lt; Matthi&amp;gt; I don&#039;t think he is THAT mysterious&lt;br /&gt;
22:24:55&amp;lt;!Newton&amp;gt; this is what many people think that are outside the project&lt;br /&gt;
22:25:20&amp;lt; Matthi&amp;gt; So where am I wrong with that assumtion?&lt;br /&gt;
22:25:55&amp;lt;!Newton&amp;gt; brb&lt;br /&gt;
22:26:04&amp;lt;!ck&amp;gt; I&#039;d say there is no fixed date at which C4Script is &amp;quot;done&amp;quot;.&lt;br /&gt;
22:26:14&amp;lt;!ck&amp;gt; There will always be discussions about what can be changed or improved&lt;br /&gt;
22:26:24&amp;lt; Matthi&amp;gt; okay, agreed.&lt;br /&gt;
22:27:04&amp;lt; Matthi&amp;gt; But implementing stuff considered important like this namespace-discussion above is something I wouldn&#039;t call &amp;quot;change or improve&amp;quot;&lt;br /&gt;
22:27:11&amp;lt; Matthi&amp;gt; but &amp;quot;laying out the basics&amp;quot;&lt;br /&gt;
22:27:37&amp;lt;!Newton&amp;gt; the basics are layed out&lt;br /&gt;
22:28:10&amp;lt;!Newton&amp;gt; the namespace discussion is not a big one either&lt;br /&gt;
22:28:40&amp;lt;!Newton&amp;gt; cmon, change the id of all objects? Thats not really a long task either&lt;br /&gt;
22:28:53&amp;lt;!Newton&amp;gt; search&amp;amp;replace&lt;br /&gt;
22:29:15&amp;lt; Matthi&amp;gt; search&amp;amp;replace on Ids?&lt;br /&gt;
22:29:19&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
22:29:50&amp;lt;!Newton&amp;gt; long ideas are implemented already by the way. Because the stuff about namespaces is not solved yet, I just name my Objects anything&lt;br /&gt;
22:29:59&amp;lt;!Newton&amp;gt; QWER&lt;br /&gt;
22:30:11&amp;lt; Matthi&amp;gt; Phew&lt;br /&gt;
22:30:34&amp;lt;!Newton&amp;gt; no actually i still use 4-character IDs with &amp;quot;logic&amp;quot; names&lt;br /&gt;
22:31:55&amp;lt; Matthi&amp;gt; Well, I don&#039;t know - I still fear that some futur changes might not be just a &amp;quot;find&amp;amp;replace&amp;quot; but something more grave, as the project is still considerably young.&lt;br /&gt;
22:32:28&amp;lt;!Guenther&amp;gt; Yeah, the only big task C4Script-wise still left is savegame support, and reimplementing local named variables with properties. Both shouldn&#039;t affect the API much if at all.&lt;br /&gt;
22:32:40&amp;lt;!Guenther&amp;gt; We already did the big breaking changes.&lt;br /&gt;
22:32:46&amp;lt;!ck&amp;gt; Matthi: Then the one making the change in the engine is responsible for making sure your scripts still work&lt;br /&gt;
22:32:59-!- B_E is now known as b_e&lt;br /&gt;
22:33:34&amp;lt;!Guenther&amp;gt; I mean, we do feature additions to C4Script because we like to implement our own programming language.&lt;br /&gt;
22:33:56&amp;lt;!Guenther&amp;gt; If we didn&#039;t, we&#039;d just use Lua or something.&lt;br /&gt;
22:34:45&amp;lt;!Guenther&amp;gt; So if the burden of changes becomes greater, new features might not get implemented. CR did fine with the existing features, so that&#039;s not a grave risk.&lt;br /&gt;
22:35:06&amp;lt;!Guenther&amp;gt; On the other hand, not having content and losing the interest of other developers is a grave risk.&lt;br /&gt;
22:39:02-!- Mortimer [~Mortimer@euirc-d8bc059f.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
22:41:28&amp;lt; Matthi&amp;gt; Yes, agreed.&lt;br /&gt;
22:42:45&amp;lt;!Newton&amp;gt; and for me, it is important now to mobilize (and coordinate) as many ppl for that as possible to get out of this&lt;br /&gt;
22:44:32&amp;lt;!Newton&amp;gt; while I could also get on to this, I can only create a limited amount of stuff and these script tasks (making tools, weapons etc) are not too challenging (if the weapon/spell itself is not too complicated)&lt;br /&gt;
22:44:40-!- Icewing [~Icewing@euirc-9359146c.pool.mediaWays.net] has quit [Client exited]&lt;br /&gt;
22:45:42&amp;lt;!Newton&amp;gt; (plus I have more fundamental stuff to do that wouldn&#039;t count as &amp;quot;content&amp;quot; - e.g. next gamepad controls)&lt;br /&gt;
22:50:56&amp;lt;!ck&amp;gt; Would be good to have a list of very clear and discrete tasks&lt;br /&gt;
22:51:04&amp;lt;!ck&amp;gt; But of course it&#039;s already a lot of work to compile such a list&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=305</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=305"/>
		<updated>2010-02-01T22:06:00Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Link today&amp;#039;s meeting log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== 2010-02-08 ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-02-01&lt;br /&gt;
|[[IRCMeeting/20100201|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100201&amp;diff=304</id>
		<title>IRCMeeting/20100201</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100201&amp;diff=304"/>
		<updated>2010-02-01T22:04:41Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Added today&amp;#039;s meeting&amp;#039;s log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;19:11:12-!- Guenther [~guenther@euirc-c8e98cb1.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
19:11:13-!- mode/#openclonk-dev [+ao Guenther Guenther] by ChanServ&lt;br /&gt;
19:11:13&amp;lt;!ck&amp;gt; ok so let&#039;s get starting, shall we? Does anybody want to discuss something beyond the obligatory status updates?&lt;br /&gt;
19:11:14&amp;lt;!PeterW&amp;gt; Hm, do we have some sort of developer list somewhere?&lt;br /&gt;
19:11:20&amp;lt; loriel&amp;gt; Hi, Guenther :)&lt;br /&gt;
19:11:28&amp;lt;!Mimmo_O&amp;gt; we do&lt;br /&gt;
19:11:31&amp;lt;!Sven2&amp;gt; I&#039;m here...gtg soon tho&lt;br /&gt;
19:12:06&amp;lt;!PeterW&amp;gt; Where? :)&lt;br /&gt;
19:12:17&amp;lt;!Maikel&amp;gt; no @ck do you lead it today?&lt;br /&gt;
19:12:17&amp;lt;!Guenther&amp;gt; hello.&lt;br /&gt;
19:12:25&amp;lt;!Mimmo_O&amp;gt; but i cant find it&lt;br /&gt;
19:12:43&amp;lt;!PeterW&amp;gt; Well, I could use the list from the forum.&lt;br /&gt;
19:13:11&amp;lt; Ape&amp;gt; PeterW: /names #openclonk-dev and look for !&lt;br /&gt;
19:13:25&amp;lt;!ck&amp;gt; (I might want to discuss potential nightly builds)&lt;br /&gt;
19:13:28&amp;lt;!ck&amp;gt; Maikel: No idea. Can do.&lt;br /&gt;
19:13:32&amp;lt;!PeterW&amp;gt; Well, feel free.&lt;br /&gt;
19:13:46&amp;lt;!PeterW&amp;gt; You are first on the alphabetical list :)&lt;br /&gt;
19:14:13&amp;lt;!Maikel&amp;gt; /nick A&lt;br /&gt;
19:14:16&amp;lt;!ck&amp;gt; Let&#039;s go reverse so that Sven2 gets his turn before he leaves ;)&lt;br /&gt;
19:14:19-!- Irssi: #openclonk-dev: Total of 28 nicks [3 ops, 0 halfops, 1 voices, 24 normal]&lt;br /&gt;
19:14:29&amp;lt;!ck&amp;gt; So Zapper is first&lt;br /&gt;
19:14:31&amp;lt;!PeterW&amp;gt; How much time do you have? @ Sven2&lt;br /&gt;
19:14:49&amp;lt;!Sven2&amp;gt; Don&#039;t know. Could leave any moment from now.&lt;br /&gt;
19:14:50&amp;lt;!Zapper&amp;gt; Oh&lt;br /&gt;
19:15:07&amp;lt;!Sven2&amp;gt; Anyway, I don&#039;t have much to tell. Fixed a few engine bugs, including the much/dreaded crash-at-game-end&lt;br /&gt;
19:15:12&amp;lt;!PeterW&amp;gt; I&#039;d say Sven simple reports first and we continue with the list from there.&lt;br /&gt;
19:15:15&amp;lt;!Zapper&amp;gt; Okay. I didn&#039;t have much time last week. I have to change the weapon system around a bit and didnt really start there&lt;br /&gt;
19:15:30&amp;lt;!PeterW&amp;gt; Heh&lt;br /&gt;
19:15:46&amp;lt;!PeterW&amp;gt; &amp;lt;- moderator, by Maikel, so please do as I say ;)&lt;br /&gt;
19:16:01&amp;lt;!Sven2&amp;gt; Gone now, have fun!&lt;br /&gt;
19:16:02&amp;lt;!Zapper&amp;gt; I read the red highlighted line and started typing :&amp;lt;&lt;br /&gt;
19:16:22&amp;lt;!ck&amp;gt; ok. cya Sven&lt;br /&gt;
19:17:06&amp;lt;!PeterW&amp;gt; No questions to Sven? ;)&lt;br /&gt;
19:17:29&amp;lt;!PeterW&amp;gt; Then okay, let&#039;s continue with ck.&lt;br /&gt;
19:17:59&amp;lt;!ck&amp;gt; I did some more work on mesh rendering&lt;br /&gt;
19:18:12&amp;lt;!ck&amp;gt; as you probably noticed the ugly display bugs are gone :)&lt;br /&gt;
19:18:42&amp;lt;!ck&amp;gt; And I added the possibility to animate attached meshes, the bow is currently a nice example for that&lt;br /&gt;
19:19:11&amp;lt;!ck&amp;gt; Ah, and the lighting has been somewhat fixed&lt;br /&gt;
19:19:52&amp;lt;!PeterW&amp;gt; What&#039;s changed with the lighting?&lt;br /&gt;
19:20:12&amp;lt;!ck&amp;gt; The position of the light source&lt;br /&gt;
19:20:34&amp;lt;!ck&amp;gt; I think it was in positive X direction in front of the Clonk before, instead of &amp;quot;out of the screen&amp;quot;&lt;br /&gt;
19:21:17&amp;lt;!ck&amp;gt; And then I cross-compiled the Windows engine from Linux (this went surprisingly smoothly), which could be used for automatic nightly builds&lt;br /&gt;
19:21:27&amp;lt;!PeterW&amp;gt; Hm, the lighting now uses true dynamic lights? :)&lt;br /&gt;
19:21:35&amp;lt;!PeterW&amp;gt; Didn&#039;t notice that.&lt;br /&gt;
19:21:45&amp;lt;!ck&amp;gt; Yes, it did from the beginning&lt;br /&gt;
19:21:57&amp;lt;!ck&amp;gt; It&#039;s just that the light source is always at the same position relative to the object currently&lt;br /&gt;
19:22:36&amp;lt;!ck&amp;gt; I&#039;m not sure whether it should stay like that... maybe worth another discussion ;)&lt;br /&gt;
19:22:55&amp;lt;!PeterW&amp;gt; Hm, how did matthes build the Windows engine anyway?&lt;br /&gt;
19:23:06&amp;lt;!ck&amp;gt; I think he used MSVC7&lt;br /&gt;
19:23:08&amp;lt;!PeterW&amp;gt; Did he have some kind of virtual machine setup...?&lt;br /&gt;
19:23:31&amp;lt;!PeterW&amp;gt; Yeah, but he somehow also did it in the server, or am I wrong?&lt;br /&gt;
19:24:09&amp;lt;!Guenther&amp;gt; No, he didn&#039;t&lt;br /&gt;
19:24:13&amp;lt;!PeterW&amp;gt; The compiler might even work with Wine...&lt;br /&gt;
19:24:13&amp;lt;!ck&amp;gt; Hm, not sure. We had cross-compiled 64 bit linux builds on zeri IIRC, but I am not sure wrt the windows ones&lt;br /&gt;
19:24:43&amp;lt;!PeterW&amp;gt; So I just missed him uploading the binaries by hand? @ Guenther&lt;br /&gt;
19:24:57&amp;lt;!Guenther&amp;gt; Probably.&lt;br /&gt;
19:25:06&amp;lt;!Guenther&amp;gt; He even mentioned the machine names in the SVN logs&lt;br /&gt;
19:25:59&amp;lt;!PeterW&amp;gt; Hm, okay. So no help there.&lt;br /&gt;
19:25:59&amp;lt;!Guenther&amp;gt; Only the Linux binaries were compiled on the Server, mostly because matthes didn&#039;t use a Linux desktop/laptop machine regularly&lt;br /&gt;
19:26:17&amp;lt;!PeterW&amp;gt; And cross-complied the Mac one?&lt;br /&gt;
19:26:18&amp;lt;!Guenther&amp;gt; Crosscompiling with mingw32 to windows isn&#039;t _that_ bad ;-)&lt;br /&gt;
19:26:35&amp;lt;!Guenther&amp;gt; No, he simply used a mac laptop for that, iirc&lt;br /&gt;
19:27:13&amp;lt;!PeterW&amp;gt; Ah well, 10 minutes are up.&lt;br /&gt;
19:27:34-!- Irssi: #openclonk-dev: Total of 28 nicks [3 ops, 0 halfops, 1 voices, 24 normal]&lt;br /&gt;
19:27:40&amp;lt;!PeterW&amp;gt; Next up: Günther :)&lt;br /&gt;
19:27:42&amp;lt;!Zapper&amp;gt; I could compile the mac version too if there is a need for that. But we have others with a mac as well, or nto?&lt;br /&gt;
19:27:43&amp;lt;!Mimmo_O&amp;gt; PeterW: you dont have to follow my pattern with the 10 minutes&lt;br /&gt;
19:27:49 * Guenther has nothing&lt;br /&gt;
19:28:08&amp;lt;!PeterW&amp;gt; I don&#039;t think it&#039;s neccessarily a bad rule to follow.&lt;br /&gt;
19:28:10-!- stevi is now known as stevi`off&lt;br /&gt;
19:28:18&amp;lt;!PeterW&amp;gt; Before we get too much into details.&lt;br /&gt;
19:28:32&amp;lt;!PeterW&amp;gt; Okay, Isilkor?&lt;br /&gt;
19:28:59&amp;lt;!Guenther&amp;gt; I spent my hacking time improving a Final Fantasy 8 wrapper which allows one to play that old game in a high resolution. Learnt more about D3D6 than I ever wanted to know.&lt;br /&gt;
19:29:01&amp;lt;!PeterW&amp;gt; Hm, he didn&#039;t report, so he might not be here?&lt;br /&gt;
19:29:26&amp;lt;!Maikel&amp;gt; Indeed, Idle: 2hrs 9mins 1sec&lt;br /&gt;
19:29:35&amp;lt;!PeterW&amp;gt; You mean like for an PS emulator?&lt;br /&gt;
19:29:43&amp;lt;!Guenther&amp;gt; No, the PC version.&lt;br /&gt;
19:30:06&amp;lt;!PeterW&amp;gt; If you learn some shaders along the way it might actually turn out to be of some use ;)&lt;br /&gt;
19:30:14&amp;lt;!PeterW&amp;gt; (okay, D3D6, I know, but still.)&lt;br /&gt;
19:30:41&amp;lt;!PeterW&amp;gt; I&#039;m still convinced that we should try to solve the landscape zooming problem this way.&lt;br /&gt;
19:31:03&amp;lt;!PeterW&amp;gt; Okay, moving the the next developer: Maikel&lt;br /&gt;
19:31:05&amp;lt;!Guenther&amp;gt; Nope, D3D6 was way before shaders. Sad, too, because I&#039;d have liked to use shaders to replace the color key transparency. And emulating D3D6 on top of newer D3D is way too much work.&lt;br /&gt;
19:31:24&amp;lt;!Guenther&amp;gt; Yeah, improving the landscape shader would be very worthwhile&lt;br /&gt;
19:32:08&amp;lt;!PeterW&amp;gt; Maikel, you there? :)&lt;br /&gt;
19:32:14&amp;lt;!Maikel&amp;gt; I finished the Parkour goal apart from some minor stuff, Team support might still be a little buggy since that&#039;s hard to test, if anyone has some feedback on that pls tell me&lt;br /&gt;
19:32:15&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
19:32:19&amp;lt;!PeterW&amp;gt; Ah, okay&lt;br /&gt;
19:32:29&amp;lt;!PeterW&amp;gt; IRC needs typing notifications, sorry.&lt;br /&gt;
19:33:00&amp;lt;!Maikel&amp;gt; Furthermore I started on MicroMelee-based rule, which allows for relaunches and a scoreboard, etc.&lt;br /&gt;
19:33:56&amp;lt;!Maikel&amp;gt; So that basically any scenario for out first release can be without scenario scripts, do we even want this?&lt;br /&gt;
19:34:03&amp;lt;!Maikel&amp;gt; out=our&lt;br /&gt;
19:34:47&amp;lt;!PeterW&amp;gt; You mean, you configure everything by placing objects?&lt;br /&gt;
19:35:11&amp;lt;!Maikel&amp;gt; Just a rule and some scenario callbacks&lt;br /&gt;
19:35:13&amp;lt;!ck&amp;gt; Might be good to have relaunches/scoreboard at a common place as they are used in many scenarios&lt;br /&gt;
19:35:29&amp;lt;!PeterW&amp;gt; Scenario callbacks need scripts, don&#039;t they?&lt;br /&gt;
19:35:56&amp;lt;!Maikel&amp;gt; It is in the rule, you just specify the number of relaunches with func Relaunches {return 3;} in the scenario&lt;br /&gt;
19:36:19&amp;lt;!Maikel&amp;gt; Scoreboard is also done inside that rule.&lt;br /&gt;
19:36:45&amp;lt;!PeterW&amp;gt; That&#039;s been considered good style for quite some time, hasn&#039;t it?&lt;br /&gt;
19:36:47&amp;lt;!Zapper&amp;gt; Would be good to combine different rules that use the scoreboard&lt;br /&gt;
19:37:08&amp;lt;!Zapper&amp;gt; So the rules must not use fixed columns&lt;br /&gt;
19:37:09&amp;lt;!ck&amp;gt; hm, that&#039;s a goal, not a rule, isn&#039;t it? :o&lt;br /&gt;
19:37:30&amp;lt;!Maikel&amp;gt; Melee is the goal&lt;br /&gt;
19:37:54&amp;lt;!Maikel&amp;gt; It is a bit odd if you would have a second goal that just allows relaunches&lt;br /&gt;
19:38:02&amp;lt;!Guenther&amp;gt; The relationship between rules and goals is kind of awkward&lt;br /&gt;
19:38:19&amp;lt;!ck&amp;gt; ah, OK&lt;br /&gt;
19:38:21&amp;lt; Ape&amp;gt; We could call all of the rules&lt;br /&gt;
19:38:30&amp;lt;!PeterW&amp;gt; Isn&#039;t a goal just a rule that might end the round...?&lt;br /&gt;
19:38:35&amp;lt;!ck&amp;gt; Well, I do think there is a clear distinction...&lt;br /&gt;
19:38:54&amp;lt;!Maikel&amp;gt; Zapper, you mean that different rules have different scoreboard columns?&lt;br /&gt;
19:38:58&amp;lt;!Guenther&amp;gt; And then there are rules which also do that.&lt;br /&gt;
19:39:08&amp;lt;!Zapper&amp;gt; Maikel, if they are activated, yes&lt;br /&gt;
19:39:10&amp;lt;!Guenther&amp;gt; Kill-the-captain etc.&lt;br /&gt;
19:39:10&amp;lt;!Maikel&amp;gt; Like one for deaths one for relaunches, one for score&lt;br /&gt;
19:39:27&amp;lt;!ck&amp;gt; Kill-the-captain does not end the round, it eliminates one player&lt;br /&gt;
19:39:32&amp;lt;!Zapper&amp;gt; Well, one rule that shows kills/deaths in the scoreboard would care for that&lt;br /&gt;
19:39:41&amp;lt;!ck&amp;gt; So maybe Goals are win conditions and (some) rules are lose conditions&lt;br /&gt;
19:39:50&amp;lt;!Zapper&amp;gt; but the rules would have to say &amp;quot;i need a free column!!&amp;quot; and some global function would have to care for that&lt;br /&gt;
19:39:50&amp;lt;!PeterW&amp;gt; ... which might make the Melee goal (!) end the round.&lt;br /&gt;
19:39:52&amp;lt;!Guenther&amp;gt; Which ends the round for the player, and also defines the goal for the other players&lt;br /&gt;
19:40:18&amp;lt;!Maikel&amp;gt; That brings me to another point, I&#039;d like to pass the killer to RelaunchPlayer&lt;br /&gt;
19:40:24&amp;lt;!PeterW&amp;gt; But yeah, it might be confusing to put it that way :)&lt;br /&gt;
19:40:28&amp;lt;!Guenther&amp;gt; So there&#039;s a technical difference, but it&#039;s hair-splitting and confusing for the player&lt;br /&gt;
19:41:31&amp;lt;!PeterW&amp;gt; Hm, concerning the columns:&lt;br /&gt;
19:41:40&amp;lt;!Guenther&amp;gt; And having &amp;quot;left one alive wins&amp;quot; + &amp;quot;who loses the captain loses&amp;quot; instead of &amp;quot;you have to kill the other player&#039;s captains&amp;quot; is unnecessarily complicated&lt;br /&gt;
19:41:55&amp;lt;!PeterW&amp;gt; Isn&#039;t there already some kind of system where you use IDs as column identifiers?&lt;br /&gt;
19:42:01&amp;lt;!Maikel&amp;gt; Yes there is&lt;br /&gt;
19:42:31&amp;lt;!PeterW&amp;gt; It&#039;s a pity Sven isn&#039;t here, I never really understood how it was supposed to be used :)&lt;br /&gt;
19:42:48&amp;lt;!PeterW&amp;gt; Especially when a rule needs, say, more than one column&lt;br /&gt;
19:42:52-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has quit [Client exited]&lt;br /&gt;
19:43:24&amp;lt;!PeterW&amp;gt; Plus there is little standardization concerning rows, as far as I know?&lt;br /&gt;
19:43:25&amp;lt;!Maikel&amp;gt; I don&#039;t get the point either, And how would the colums be sorted? Rules are called kind of at random&lt;br /&gt;
19:43:37-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has joined #openclonk-dev&lt;br /&gt;
19:43:47&amp;lt;!Maikel&amp;gt; So that kills appear sometimes before relaunches and sometimes behind&lt;br /&gt;
19:44:56&amp;lt;!PeterW&amp;gt; Well, maybe we might need some kind of new system for that.&lt;br /&gt;
19:45:01&amp;lt;!ck&amp;gt; Guess that&#039;s hard to solve in general if the rules don&#039;t know each other at all&lt;br /&gt;
19:45:31&amp;lt;!PeterW&amp;gt; As long as rows are always something like players and teams?&lt;br /&gt;
19:46:05&amp;lt;!PeterW&amp;gt; I don&#039;t think it&#039;s /that/ hard to come up with something that works for most goals or rules.&lt;br /&gt;
19:46:12&amp;lt;!Maikel&amp;gt; Well I keep it one object for now, we might differentiate later if scoreboards allow it.&lt;br /&gt;
19:46:39&amp;lt;!PeterW&amp;gt; Okay, 10 minutes are up then.&lt;br /&gt;
19:46:46&amp;lt;!Maikel&amp;gt; And also for the first release, one kind of melee suffices.&lt;br /&gt;
19:47:02&amp;lt;!Maikel&amp;gt; k next&lt;br /&gt;
19:47:04&amp;lt;!PeterW&amp;gt; Yep. I&#039;d also really like to hear what Sven has to say.&lt;br /&gt;
19:47:11&amp;lt;!PeterW&amp;gt; Next is Mimmo_O&lt;br /&gt;
19:47:22&amp;lt;!Mimmo_O&amp;gt; ja, hai&lt;br /&gt;
19:47:34&amp;lt;!Mimmo_O&amp;gt; so&lt;br /&gt;
19:47:40&amp;lt;!Mimmo_O&amp;gt; i did nothing special&lt;br /&gt;
19:47:57&amp;lt;!Mimmo_O&amp;gt; i wrote a blog entry, for the 30.01.2010 release&lt;br /&gt;
19:48:06&amp;lt;!Mimmo_O&amp;gt; if someone reads the blog but dont have a look to the forums&lt;br /&gt;
19:48:37&amp;lt;!Mimmo_O&amp;gt; in addition, im just upgrading the checkpoints from maikel (graphical)&lt;br /&gt;
19:49:22&amp;lt;!Mimmo_O&amp;gt; so nithing special&lt;br /&gt;
19:49:41&amp;lt;!PeterW&amp;gt; Can we really call that &amp;quot;release&amp;quot;? ;) @ build&lt;br /&gt;
19:49:53&amp;lt;!Mimmo_O&amp;gt; oh, and i found an assertion error&lt;br /&gt;
19:50:07&amp;lt;!Maikel&amp;gt; No we shouldn&#039;t call that releases, Imo&lt;br /&gt;
19:50:10&amp;lt;!ck&amp;gt; Maybe you should say that you are on it in the forums so that Work is not duplicated.&lt;br /&gt;
19:50:14&amp;lt;!Mimmo_O&amp;gt; it occurs, when you use foo+=x; instead of foo=foo+x;&lt;br /&gt;
19:50:15&amp;lt;!ck&amp;gt; What defines a release? :P&lt;br /&gt;
19:50:20&amp;lt; Ape&amp;gt; PeterW: It might not be an official release, but still a release&lt;br /&gt;
19:50:27&amp;lt;!Maikel&amp;gt; Something stable&lt;br /&gt;
19:50:30&amp;lt;!Mimmo_O&amp;gt; ( i think that this causes it)&lt;br /&gt;
19:51:58&amp;lt;!PeterW&amp;gt; Well, at least something we actively &amp;quot;release&amp;quot;?&lt;br /&gt;
19:52:16&amp;lt;!Mimmo_O&amp;gt; i showed the blog to two people i know...!&lt;br /&gt;
19:52:18&amp;lt;!PeterW&amp;gt; In contrast to, say, one developer uploading a binary of some arbitrary revision somewhere.&lt;br /&gt;
19:52:22&amp;lt;!Mimmo_O&amp;gt; one even downloaded it!1&lt;br /&gt;
19:52:35&amp;lt;!ck&amp;gt; ok so it&#039;s a release once we declare it as such :)&lt;br /&gt;
19:52:42&amp;lt;!Mimmo_O&amp;gt; okay&lt;br /&gt;
19:52:52&amp;lt;!Mimmo_O&amp;gt; will we have periodic releases?&lt;br /&gt;
19:52:52&amp;lt;!PeterW&amp;gt; Yeah, you could say that. Mimmo_O didn&#039;t use the term in the blog posting.&lt;br /&gt;
19:53:01&amp;lt;!PeterW&amp;gt; But I was briefly confused :)&lt;br /&gt;
19:53:13&amp;lt;!ck&amp;gt; Mimmo_O: Let&#039;s discuss that after the status updates&lt;br /&gt;
19:53:32&amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
19:53:38&amp;lt;!PeterW&amp;gt; We will be done shortly anyway.&lt;br /&gt;
19:53:47-!- stevi`off is now known as stevi&lt;br /&gt;
19:54:02&amp;lt;!PeterW&amp;gt; As I was lazy again and haven&#039;t done anything.&lt;br /&gt;
19:54:28-!- Irssi: #openclonk-dev: Total of 28 nicks [3 ops, 0 halfops, 1 voices, 24 normal]&lt;br /&gt;
19:54:37&amp;lt;!PeterW&amp;gt; Besides some theoretical thoughts on how OC should /not/ work that might culminate in some forum postings eventually.&lt;br /&gt;
19:55:03&amp;lt;!PeterW&amp;gt; So if I&#039;m not mistaken, the last available person on the list is Zapper.&lt;br /&gt;
19:55:04-!- Mortimer [~Mortimer@euirc-e18df716.extern.uni-duisburg-essen.de] has joined #openclonk-dev&lt;br /&gt;
19:55:20&amp;lt;!Zapper&amp;gt; Okay, I already said what I did, let me strg+f for it :)&lt;br /&gt;
19:55:35&amp;lt;!ck&amp;gt; you mean that in a &amp;quot;political&amp;quot; way? How development is structured in the long term, how &amp;quot;open&amp;quot; we actually are etc.?&lt;br /&gt;
19:55:35&amp;lt;!Zapper&amp;gt; [19:15:52] &amp;lt;Zapper&amp;gt; Okay. I didn&#039;t have much time last week. I have to change the weapon system around a bit and didnt really start there&lt;br /&gt;
19:55:40&amp;lt;!Zapper&amp;gt; So I have still stuff to do&lt;br /&gt;
19:55:47&amp;lt;!Zapper&amp;gt; And nothing interesting happened last week&lt;br /&gt;
19:56:29&amp;lt;!ck&amp;gt; as a result of the discussion with newton?&lt;br /&gt;
19:56:37&amp;lt;!PeterW&amp;gt; (No, I have no hope to reach consensus on that one anyway. I meant gameplay-wise :) )&lt;br /&gt;
19:57:08&amp;lt;!Maikel&amp;gt; How would you like to see it in a &amp;quot;political&amp;quot; way?&lt;br /&gt;
19:57:18-!- ShadoOw [~ShadoOw@euirc-bdf8d76a.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
19:57:41&amp;lt;!PeterW&amp;gt; Let&#039;s not go into that right now. It&#039;s Zapper&#039;s report time right now :)&lt;br /&gt;
19:57:44&amp;lt;!Zapper&amp;gt; ck, yes, basically&lt;br /&gt;
19:57:49&amp;lt;!Sven2&amp;gt; PeterW: Scoreboard roaws are player info IDs or Team IDs&lt;br /&gt;
19:57:56&amp;lt;!Zapper&amp;gt; I will change the weapon &amp;quot;system&amp;quot; to be more open&lt;br /&gt;
19:58:10&amp;lt;!Sven2&amp;gt; Scoreboard coloumns are IDs converted to int (ScoreboardCol was a CastInt), which now no longer works&lt;br /&gt;
19:58:25&amp;lt;!Sven2&amp;gt; You usually used the ID of the rule, so you wouldnt have conflicts&lt;br /&gt;
19:58:28-!- Matthi [~a@clonk-center.de] has quit [Connection reset by peer]&lt;br /&gt;
19:58:32&amp;lt;!Zapper&amp;gt; Just deliver a set of functions that the weapons have a common feeling for the player and leave the rest to the weapons&lt;br /&gt;
19:58:36&amp;lt;!Sven2&amp;gt; (Leaving for movies again)&lt;br /&gt;
19:58:44&amp;lt;!Zapper&amp;gt; so that the weapons are not just different names with different strengths&lt;br /&gt;
19:59:47&amp;lt;!PeterW&amp;gt; Yeah mean the whole blunt/slice/stab thing we discussed last time?&lt;br /&gt;
20:00:14&amp;lt;!Zapper&amp;gt; The damage types are something different&lt;br /&gt;
20:00:27&amp;lt;!Zapper&amp;gt; The behavior and effects of the weapons can be completely different&lt;br /&gt;
20:00:39&amp;lt;!Zapper&amp;gt; And an example newton mentioned the mario-hammer and some kind of baseball bat&lt;br /&gt;
20:00:39&amp;lt; ShadoOw&amp;gt; ack.&lt;br /&gt;
20:00:40&amp;lt; ShadoOw&amp;gt; btw.&lt;br /&gt;
20:00:45&amp;lt;!PeterW&amp;gt; ... while still having a commong feeling? ;)&lt;br /&gt;
20:00:51&amp;lt;!Zapper&amp;gt; Sure!&lt;br /&gt;
20:01:18&amp;lt;!Zapper&amp;gt; That will mostly be about the way the use of weapons affect the movement&lt;br /&gt;
20:01:20&amp;lt;!PeterW&amp;gt; Which, I guess, means how you control it?&lt;br /&gt;
20:01:40&amp;lt;!Zapper&amp;gt; Partly :)&lt;br /&gt;
20:01:47&amp;lt;!PeterW&amp;gt; What&#039;s the other part?&lt;br /&gt;
20:02:08&amp;lt;!Zapper&amp;gt; The behavior of the change of velocity when you hit and enemy (at both you and your enemy)&lt;br /&gt;
20:02:12&amp;lt;!Zapper&amp;gt; for example&lt;br /&gt;
20:02:16&amp;lt;!Zapper&amp;gt; And an easier interface&lt;br /&gt;
20:03:32&amp;lt;!PeterW&amp;gt; The bow has blowback now? ;)&lt;br /&gt;
20:03:48&amp;lt;!ck&amp;gt; oh, it has? I didn&#039;t notice :o&lt;br /&gt;
20:04:13&amp;lt;!PeterW&amp;gt; Don&#039;t know, I&#039;m just thinking about what &amp;quot;change of velocity&amp;quot; means in this case.&lt;br /&gt;
20:04:37&amp;lt;!PeterW&amp;gt; For larger weapons than the bow it might actually make sense.&lt;br /&gt;
20:04:41&amp;lt;!Zapper&amp;gt; Not the bow. Rather the sword&lt;br /&gt;
20:04:50&amp;lt;!Zapper&amp;gt; It&#039;s still a melee combat system&lt;br /&gt;
20:05:11&amp;lt;!PeterW&amp;gt; Hm, this is so you can&#039;t stand still and keep hacking?&lt;br /&gt;
20:05:22-!- Newton [~Miranda@euirc-a8df1436.adsl.alicedsl.de] has joined #openclonk-dev&lt;br /&gt;
20:05:25-!- mode/#openclonk-dev [+ao Newton Newton] by ChanServ&lt;br /&gt;
20:05:36&amp;lt;!ck&amp;gt; It&#039;s basically a change of the opponents velocity I guess?&lt;br /&gt;
20:05:44&amp;lt;!Newton&amp;gt; hi&lt;br /&gt;
20:05:44&amp;lt;!ck&amp;gt; hi Newton &lt;br /&gt;
20:05:45&amp;lt;!PeterW&amp;gt; Ah, a second late visitor.&lt;br /&gt;
20:06:10&amp;lt;!PeterW&amp;gt; Zapper&#039;s currently reporting about weapons.&lt;br /&gt;
20:06:23&amp;lt;!Newton&amp;gt; PeterW but I announced that I won&#039;t be there for the meeting :P&lt;br /&gt;
20:06:25&amp;lt;!Mimmo_O&amp;gt; Newton!&lt;br /&gt;
20:06:26&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
20:06:41&amp;lt;!Zapper&amp;gt; &amp;lt;PeterW&amp;gt; Hm, this is so you can&#039;t stand still and keep hacking? &amp;lt;- for example&lt;br /&gt;
20:06:55&amp;lt;!ck&amp;gt; Newton: Will you still join us now, though? :)&lt;br /&gt;
20:07:05&amp;lt;!Zapper&amp;gt; But as I said I have to change things there. And I don&#039;t know yet how it will work out actually :)&lt;br /&gt;
20:07:48&amp;lt;!Newton&amp;gt; ck: yes&lt;br /&gt;
20:08:01&amp;lt;!PeterW&amp;gt; Well, okay. 10 minutes kind of up.&lt;br /&gt;
20:08:22&amp;lt;!PeterW&amp;gt; If there&#039;s nothing else, it&#039;s a chance for the late visitors. First Mortimer, as he came first.&lt;br /&gt;
20:08:52&amp;lt;!PeterW&amp;gt; Or isn&#039;t he a developer?&lt;br /&gt;
20:09:21&amp;lt;!ck&amp;gt; If he has something interesting to contribute I don&#039;t mind whether he is developer or not&lt;br /&gt;
20:09:26&amp;lt;!Newton&amp;gt; no, but if he has something to say...&lt;br /&gt;
20:09:29&amp;lt;!Maikel&amp;gt; He should become one, foot -&amp;gt; ass.&lt;br /&gt;
20:09:47&amp;lt;!PeterW&amp;gt; Well, he hasn&#039;t said anything yet.&lt;br /&gt;
20:10:02&amp;lt;!ck&amp;gt; (same for others here of course)&lt;br /&gt;
20:10:03-!- Irssi: #openclonk-dev: Total of 30 nicks [4 ops, 0 halfops, 1 voices, 25 normal]&lt;br /&gt;
20:10:03&amp;lt;!PeterW&amp;gt; Well&lt;br /&gt;
20:10:40&amp;lt;!PeterW&amp;gt; Yeah, of course, but I know him as developer of C4DT and just realized it doesn&#039;t mean he actively participates in OC :)&lt;br /&gt;
20:11:06&amp;lt;!PeterW&amp;gt; Well, okay, then let&#039;s continue with Newton.&lt;br /&gt;
20:11:50&amp;lt;!Guenther&amp;gt; Hm, I just noticed that we now effectively have two string interning facilities in the engine: C4String and C4ID. Both work totally different internally, but do essentially the same thing...&lt;br /&gt;
20:11:56&amp;lt;!Newton&amp;gt; hmm, I already said everything here: http://forum.openclonk.org/topic_show.pl?pid=5730#pid5730&lt;br /&gt;
20:12:15&amp;lt;!Guenther&amp;gt; Wasn&#039;t Mortimer the one doing feature development for the Mac port lately? ;-)&lt;br /&gt;
20:12:58&amp;lt;!PeterW&amp;gt; Well, aynthing special you would like to discuss here? @ Newton&lt;br /&gt;
20:13:39&amp;lt;!Newton&amp;gt; no, the thing about periodic releases already started in the forum&lt;br /&gt;
20:13:43&amp;lt;!Newton&amp;gt; I mean the discussion&lt;br /&gt;
20:13:54&amp;lt;!PeterW&amp;gt; We already had some minor point previously that we might not want to call single binaries &amp;quot;releases&amp;quot;&lt;br /&gt;
20:13:59&amp;lt;!Newton&amp;gt; the stuff with the gamepads I&#039;ll discuss with Sven2&lt;br /&gt;
20:14:10&amp;lt;!Newton&amp;gt; well, builds then&lt;br /&gt;
20:14:22&amp;lt;!Guenther&amp;gt; C4String uses pointers, C4ID uses numbered handles. C4String uses a hash table, C4ID std::map. C4String has refcounting, C4ID hasn&#039;t.&lt;br /&gt;
20:14:30&amp;lt;!Guenther&amp;gt; [x] snapshots&lt;br /&gt;
20:14:47&amp;lt;!Zapper&amp;gt; snapshot builds!&lt;br /&gt;
20:14:50&amp;lt;!Newton&amp;gt; I don&#039;t know the correct term so I leave it to you&lt;br /&gt;
20:14:56&amp;lt;!PeterW&amp;gt; Imo that&#039;s more appropriate a term when we, say, agree on some revision or branch - so we can really say that we released it as a team.&lt;br /&gt;
20:15:01&amp;lt;!Mimmo_O&amp;gt; i think ill make some screenshot and write a blog entry tothem soon&lt;br /&gt;
20:15:14&amp;lt;!ck&amp;gt; Actually both &amp;quot;nightly builds&amp;quot; and &amp;quot;development snapshots&amp;quot; are familiar to me&lt;br /&gt;
20:15:20&amp;lt;!PeterW&amp;gt; Let&#039;s push that back to the discussion phase @ Guenther&lt;br /&gt;
20:15:23&amp;lt;!Zapper&amp;gt; &amp;quot;release&amp;quot; is more &amp;quot;hey we have something interesting to show to you&amp;quot; or &amp;quot;everything works now!!&amp;quot;&lt;br /&gt;
20:16:22&amp;lt;!PeterW&amp;gt; Real snapshots might have to include more than a binary.&lt;br /&gt;
20:16:38&amp;lt;!Newton&amp;gt; to not include the other stuff is not planned?&lt;br /&gt;
20:16:39&amp;lt;!ck&amp;gt; OK, that&#039;s one of the points I wanted opinions about&lt;br /&gt;
20:16:51&amp;lt;!PeterW&amp;gt; Actually, we don&#039;t have a proper concept on how binary distributions might look like, do we?&lt;br /&gt;
20:16:54&amp;lt;!ck&amp;gt; Do we want to release only binaries or something which fully works out-of-the-box?&lt;br /&gt;
20:17:01&amp;lt;!ck&amp;gt; -release+snapshot .&lt;br /&gt;
20:17:11&amp;lt;!Zapper&amp;gt; Both&lt;br /&gt;
20:17:17&amp;lt;!Zapper&amp;gt; builds on a regular basis&lt;br /&gt;
20:17:19&amp;lt;!Newton&amp;gt; [x] fully works out of the box. I mean this is the whole point about having these&lt;br /&gt;
20:17:26&amp;lt;!Zapper&amp;gt; and out-of-the-box every few weeks or so&lt;br /&gt;
20:17:29&amp;lt;!PeterW&amp;gt; Might become a lot of date very quickly.&lt;br /&gt;
20:17:32&amp;lt;!ck&amp;gt; (that is, the binary, the DLLs, and planet/ basically I think)&lt;br /&gt;
20:17:33&amp;lt;!PeterW&amp;gt; *data&lt;br /&gt;
20:17:33&amp;lt;!Zapper&amp;gt; (builds for the obejct scripters)&lt;br /&gt;
20:17:39&amp;lt;!Zapper&amp;gt; and the ootb thing for the players&lt;br /&gt;
20:17:44&amp;lt;!ck&amp;gt; Newton: I tend to agree&lt;br /&gt;
20:17:56&amp;lt;!Zapper&amp;gt; But the scripters need something regularly&lt;br /&gt;
20:17:57&amp;lt;!Newton&amp;gt; all together it is about 13 MB currently&lt;br /&gt;
20:18:25&amp;lt;!ck&amp;gt; We don&#039;t need to archive every day&#039;s snapshot of course&lt;br /&gt;
20:18:44&amp;lt;!Newton&amp;gt; there is no need in archiving anything, I think&lt;br /&gt;
20:18:56&amp;lt;!PeterW&amp;gt; Well, CR was about 100 MB, if I remember correctly. But well, we don&#039;t have those problems yet, yes :)&lt;br /&gt;
20:18:58&amp;lt;!Newton&amp;gt; why would people not want to have the newest snapshot?&lt;br /&gt;
20:19:11&amp;lt;!Zapper&amp;gt; even IF they want. They can get the repository and use that&lt;br /&gt;
20:19:13&amp;lt;!PeterW&amp;gt; Do check when a certain bug was introduced?&lt;br /&gt;
20:19:25&amp;lt;!Zapper&amp;gt; Someone who checks for bugs can compile the engine himself&lt;br /&gt;
20:19:33&amp;lt;!ck&amp;gt; because it has a serious bug? Because the other with whom I want to play over network has an older version&lt;br /&gt;
20:19:41&amp;lt;!Guenther&amp;gt; not necessarily.&lt;br /&gt;
20:19:53&amp;lt; Ape&amp;gt; Well I could host a mirror / archive unofficially&lt;br /&gt;
20:19:59&amp;lt;!PeterW&amp;gt; Or to side-step a critical bug in a current release.&lt;br /&gt;
20:20:00&amp;lt;!ck&amp;gt; PeterW: That can be done with hg I think&lt;br /&gt;
20:20:09&amp;lt;!ck&amp;gt; Yeah that&#039;s more what I had in mind&lt;br /&gt;
20:20:18&amp;lt;!Guenther&amp;gt; When we get to some stability, and start regressing, it can be helpful to know when we regressed, even if only down to a certain snapshot date&lt;br /&gt;
20:20:25&amp;lt;!Newton&amp;gt; I see these nightly builds more as some simplification for _content_ developers, not engine developers. Those don&#039;t primarily want to hunt for bugs. They want to develop content.&lt;br /&gt;
20:20:42&amp;lt;!PeterW&amp;gt; Plus from the developer&#039;s perspective - it&#039;s /very/ useful to have complete releases from past dates.&lt;br /&gt;
20:21:09&amp;lt;!Guenther&amp;gt; Content developers are the ones noticing a lot of the engine bugs...&lt;br /&gt;
20:21:17&amp;lt;!PeterW&amp;gt; It&#039;s not that trivial to do the hg update / clean / compile / pack routine x times just to pinpoint a moment in time.&lt;br /&gt;
20:21:33&amp;lt;!ck&amp;gt; ok but what&#039;s different between checking out the corresponding version from which the snapshot was built and the snapshot itself?&lt;br /&gt;
20:21:54&amp;lt;!Newton&amp;gt; true...@noticing engine bugs&lt;br /&gt;
20:22:03-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has quit [Ping timeout]&lt;br /&gt;
20:22:04&amp;lt;!PeterW&amp;gt; Another use could be playing old records, last but not least.&lt;br /&gt;
20:22:19&amp;lt;!ck&amp;gt; Newton: How much space do we have available on openclonk.org btw?&lt;br /&gt;
20:22:29&amp;lt;!Guenther&amp;gt; Doesn&#039;t hg have a bisect function by now? Writing a script which automates the clean/compile/run cycle isn&#039;t that difficult&lt;br /&gt;
20:22:41&amp;lt;!ck&amp;gt; Yes, there is hg bisect&lt;br /&gt;
20:22:55&amp;lt;!Guenther&amp;gt; More annoying are those times where the engine doesn&#039;t build for your particular combination of OS and options&lt;br /&gt;
20:23:31&amp;lt;!ck&amp;gt; which raises the question what do we do if the nightly build fails? Upload a build log instead?&lt;br /&gt;
20:23:31&amp;lt;!Newton&amp;gt; I think 1GB&lt;br /&gt;
20:23:40&amp;lt;!Newton&amp;gt; we are currently using 200MB or something&lt;br /&gt;
20:23:47&amp;lt;!Guenther&amp;gt; Anyway, we could simply store snapshots until we run out of space&lt;br /&gt;
20:24:41&amp;lt;!Guenther&amp;gt; and then somebody could archive them on their desktop or something, and help a fellow developer out if he needs one&lt;br /&gt;
20:25:08&amp;lt;!Zapper&amp;gt; the engine is not very big. So if only the engine is archived the most annoying part of spotting bugs is done&lt;br /&gt;
20:25:17&amp;lt;!Zapper&amp;gt; updating planet doesnt take a lot of time&lt;br /&gt;
20:25:41&amp;lt;!Zapper&amp;gt; So we wouldn&#039;t have to store the whole snapshot but only the binaries&lt;br /&gt;
20:25:51-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has joined #openclonk-dev&lt;br /&gt;
20:25:57&amp;lt;!Zapper&amp;gt; (if the reason for storing it is spotting bugs easier)&lt;br /&gt;
20:26:03&amp;lt;!Guenther&amp;gt; And with the hg id stored, you can even be sure that you get the exact same binary data (ok, except for win32text or such...)&lt;br /&gt;
20:26:24&amp;lt;!PeterW&amp;gt; ... which would suggest having both nightly builds (engine) and snapshots - the latter using something like a weekly turnus.&lt;br /&gt;
20:26:46&amp;lt;!PeterW&amp;gt; But well&lt;br /&gt;
20:27:07&amp;lt;!PeterW&amp;gt; Do we even have someone that feels responsible / motivated to make snapshots work?&lt;br /&gt;
20:27:24&amp;lt;!ck&amp;gt; Yes, I&#039;ll get on it.&lt;br /&gt;
20:28:05&amp;lt;!PeterW&amp;gt; Great.&lt;br /&gt;
20:28:22&amp;lt;!ck&amp;gt; Judging from B_E&#039;s post in the forums he might be interested in doing the the scripting on oc.org, but I can also do that if necessary&lt;br /&gt;
20:29:37&amp;lt;!ck&amp;gt; Newton: Are you the only one who can upload to openclonk.org currently?&lt;br /&gt;
20:29:57&amp;lt;!Newton&amp;gt; Clonkonaut has access too&lt;br /&gt;
20:30:21&amp;lt;!ck&amp;gt; OK&lt;br /&gt;
20:31:09&amp;lt;!Newton&amp;gt; ah, by the way&lt;br /&gt;
20:31:13&amp;lt;!Newton&amp;gt; documentation&lt;br /&gt;
20:31:27&amp;lt;!Newton&amp;gt; Günther, can you give me some advice?&lt;br /&gt;
20:31:46&amp;lt;!Newton&amp;gt; regarding the stuff that I posted in Klatch?&lt;br /&gt;
20:32:03&amp;lt;!Guenther&amp;gt; documentation is good, if it does not take too much time away from other stuff.&lt;br /&gt;
20:32:04&amp;lt;!Guenther&amp;gt; ;-)&lt;br /&gt;
20:33:25&amp;lt;!Mimmo_O&amp;gt; brb getting some food&lt;br /&gt;
20:34:04&amp;lt;!Newton&amp;gt; erm&lt;br /&gt;
20:34:15&amp;lt;!ck&amp;gt; oh, one more thing: Automatically built Windows engines are enough for now, right?&lt;br /&gt;
20:34:23&amp;lt;!Guenther&amp;gt; uh, an s/\.php/\.html/g doesn&#039;t work?&lt;br /&gt;
20:34:25&amp;lt;!Newton&amp;gt; I mean this: http://forum.openclonk.org/topic_show.pl?tid=343&lt;br /&gt;
20:34:42&amp;lt;!PeterW&amp;gt; What do you mean by &amp;quot;automatically&amp;quot;? @ ck&lt;br /&gt;
20:34:43&amp;lt;!Newton&amp;gt; ck: ack&lt;br /&gt;
20:34:53&amp;lt;!ck&amp;gt; PeterW: the snapshot ones&lt;br /&gt;
20:35:13&amp;lt;!PeterW&amp;gt; I&#039;d be great to have some, if that&#039;s what you mean&lt;br /&gt;
20:35:35&amp;lt;!PeterW&amp;gt; I don&#039;t think I will stop compiling them myself, though.&lt;br /&gt;
20:35:41&amp;lt;!Newton&amp;gt; Günther: I have no clue bout perl. And of regex neither :/&lt;br /&gt;
20:35:52&amp;lt;!ck&amp;gt; I mean: Is it enough if we provide them for Windows (as a start) or do we also want Linux/MacOSX?&lt;br /&gt;
20:35:58-!- Icewing [~Icewing@euirc-9359146c.pool.mediaWays.net] has joined #openclonk-dev&lt;br /&gt;
20:36:11&amp;lt;!ck&amp;gt; Newton: Hey, I posted the complete command line to do that substitution :)&lt;br /&gt;
20:36:14&amp;lt;!PeterW&amp;gt; Oh, sorry.&lt;br /&gt;
20:36:33&amp;lt;!PeterW&amp;gt; Well, I guess we&#039;ll see if there are complains.&lt;br /&gt;
20:36:36&amp;lt;!Guenther&amp;gt; Well, but you _can_ do search&amp;amp;replace. I&#039;d have to read the code more thoroughly for a more helpful answer.&lt;br /&gt;
20:36:51&amp;lt;!Newton&amp;gt; hrmyes&lt;br /&gt;
20:36:53&amp;lt;!Newton&amp;gt; i could&lt;br /&gt;
20:37:11&amp;lt;!Newton&amp;gt; but I&#039;d need to do that every time I recompile the docs&lt;br /&gt;
20:37:29&amp;lt;!Guenther&amp;gt; oh, er, wait. do you want to replace .html with .php?&lt;br /&gt;
20:37:32&amp;lt;!ck&amp;gt; Hm, it should be easy to add it to the Makefile, no?&lt;br /&gt;
20:37:43&amp;lt;!Guenther&amp;gt; I meant in the perl file, obviously&lt;br /&gt;
20:38:08&amp;lt;!Newton&amp;gt; ck: well, erm I don&#039;t know so much about makefiles either... ;-)&lt;br /&gt;
20:38:19&amp;lt;!Newton&amp;gt; yes@Günther&lt;br /&gt;
20:38:43&amp;lt;!Guenther&amp;gt; yeah, there&#039;s the webnotes option for that.&lt;br /&gt;
20:39:02&amp;lt;!ck&amp;gt; Newton: Well, then write a script which contains a single line &amp;quot;make &amp;amp;&amp;amp; substitute html by php&amp;quot; and run this instead of make :)&lt;br /&gt;
20:39:07&amp;lt; Mortimer&amp;gt; yay, i missed the conversation \o/&lt;br /&gt;
20:39:38&amp;lt;!Guenther&amp;gt; Newton: how do you build the docs at the moment?&lt;br /&gt;
20:39:44&amp;lt;!Newton&amp;gt; make&lt;br /&gt;
20:41:13&amp;lt;!Guenther&amp;gt; I&#039;ll come back to you.&lt;br /&gt;
20:41:55&amp;lt;!PeterW&amp;gt; Mortimer: Anything to report?&lt;br /&gt;
20:42:13-!- Gurkenglas [~Gurkengla@euirc-956afde3.pools.arcor-ip.net] has joined #openclonk-dev&lt;br /&gt;
20:42:16-!- Irssi: #openclonk-dev: Total of 32 nicks [4 ops, 0 halfops, 1 voices, 27 normal]&lt;br /&gt;
20:42:46&amp;lt; Mortimer&amp;gt; well, i wrote some eclipse support for the debug branch&lt;br /&gt;
20:43:08&amp;lt; Mortimer&amp;gt; and that might be useful for developing/debugging future scripts&lt;br /&gt;
20:43:13&amp;lt; Mortimer&amp;gt; ..or not&lt;br /&gt;
20:43:21&amp;lt;!PeterW&amp;gt; Oh yeah, plus some patches for the debug branch, if I remember correctly?&lt;br /&gt;
20:43:40&amp;lt; Mortimer&amp;gt; I merged it with the default branch&lt;br /&gt;
20:43:42&amp;lt;!ck&amp;gt; hm what is actually missing from the debug branch which prevents it from being merged btw?&lt;br /&gt;
20:44:11&amp;lt; Mortimer&amp;gt; dunno... I could be pulled perhaps?&lt;br /&gt;
20:44:13&amp;lt;!PeterW&amp;gt; Well, the finished debug functionality, actually. Though Mortimer might fix that one ;)&lt;br /&gt;
20:44:15&amp;lt; Mortimer&amp;gt; it&lt;br /&gt;
20:44:36&amp;lt;!ck&amp;gt; Mortimer: So there is nothing missing, everything works?&lt;br /&gt;
20:44:40&amp;lt; Mortimer&amp;gt; I ised STL :p&lt;br /&gt;
20:44:43&amp;lt; Mortimer&amp;gt; as I understood, big no no&lt;br /&gt;
20:44:50&amp;lt;!PeterW&amp;gt; In my branch, yes :P&lt;br /&gt;
20:45:03&amp;lt;!ck&amp;gt; ok so let&#039;s merge it then it&#039;s no longer in your branch :P&lt;br /&gt;
20:45:10&amp;lt;!PeterW&amp;gt; :&#039;(&lt;br /&gt;
20:45:34&amp;lt;!PeterW&amp;gt; I do still think it makes sense style-wise to keep STL usage down.&lt;br /&gt;
20:45:41-!- Matthi [~a@clonk-center.de] has joined #openclonk-dev&lt;br /&gt;
20:45:46&amp;lt; loriel&amp;gt; Huh.&lt;br /&gt;
20:45:57&amp;lt; Mortimer&amp;gt; okay.. then someone fix it :p&lt;br /&gt;
20:46:03&amp;lt;!Newton&amp;gt; Clonk does not use STL? Since when?&lt;br /&gt;
20:46:17&amp;lt;!ck&amp;gt; It does in the meanwhile, at certain places&lt;br /&gt;
20:46:38&amp;lt;!Guenther&amp;gt; Clonk has always used the STL. Always.&lt;br /&gt;
20:46:38&amp;lt;!ck&amp;gt; Though I do think most classes don&#039;t use STL stuff in their public interface&lt;br /&gt;
20:46:39&amp;lt;!Newton&amp;gt; why would someone not want to use STL?&lt;br /&gt;
20:47:02&amp;lt;!PeterW&amp;gt; Well, I think it&#039;s good if you need some quick don&#039;t-care-type container&lt;br /&gt;
20:47:03&amp;lt; Mortimer&amp;gt; be right back..&lt;br /&gt;
20:47:10-!- Mortimer [~Mortimer@euirc-e18df716.extern.uni-duisburg-essen.de] has quit [Quit: Arr]&lt;br /&gt;
20:47:10&amp;lt; loriel&amp;gt; Generic code tends to lead to large binaries, I guess&lt;br /&gt;
20:47:31&amp;lt; loriel&amp;gt; Some implementations have unintuitive performance penalties and/or make debugging harder&lt;br /&gt;
20:47:40&amp;lt;!Guenther&amp;gt; Newton: Okay, so it&#039;s not simply a bug of some sort, but a real missing feature we fixed for clonk.de by having the files end with .html even though they&#039;re php inside.&lt;br /&gt;
20:47:40&amp;lt;!Newton&amp;gt; and faster, more bug- and obstacle free programming&lt;br /&gt;
20:47:41&amp;lt; loriel&amp;gt; Guy at EA wrote a paper about it&lt;br /&gt;
20:47:43-!- Mortimer_ [~chatzilla@euirc-552d386a.extern.uni-duisburg-essen.de] has joined #openclonk-dev&lt;br /&gt;
20:47:55&amp;lt;!Guenther&amp;gt; Do we want to keep the chm?&lt;br /&gt;
20:48:04&amp;lt;!Newton&amp;gt; thats the question&lt;br /&gt;
20:48:10&amp;lt;!PeterW&amp;gt; But once you have the container at more central places - like say, the central object list - I feel that the abstraction doesn&#039;t really do much good.&lt;br /&gt;
20:48:19&amp;lt;!Newton&amp;gt; how would offline-docs look like without a CHM?&lt;br /&gt;
20:48:35&amp;lt;!PeterW&amp;gt; Plus the Clonk source doesn&#039;t use it very often, and I&#039;m always striving to keep the style somewhat pure :)&lt;br /&gt;
20:48:46&amp;lt;!ck&amp;gt; Newton: HTML&lt;br /&gt;
20:48:58&amp;lt; ModernClonker&amp;gt; Like an folder with an index.html and an subfolder with a lot of HTML-Files&lt;br /&gt;
20:49:04&amp;lt;!Newton&amp;gt; you are a library-racist then, arent you Peter!!&lt;br /&gt;
20:49:16&amp;lt; loriel&amp;gt; phew&lt;br /&gt;
20:49:19&amp;lt;!PeterW&amp;gt; Actually, quite the opposite.&lt;br /&gt;
20:49:24&amp;lt;!Newton&amp;gt; only pure, arian libraries!&lt;br /&gt;
20:49:32&amp;lt;!Newton&amp;gt; :P&lt;br /&gt;
20:49:39&amp;lt;!PeterW&amp;gt; I&#039;m just arguing we should not forget pure C++ has its upsides, too.&lt;br /&gt;
20:49:48&amp;lt;!ck&amp;gt; Basically most distributed offline documentation I know is in plain HTML format&lt;br /&gt;
20:49:56&amp;lt; loriel&amp;gt; The standard library is part of pure C++ :/&lt;br /&gt;
20:50:05&amp;lt;!PeterW&amp;gt; And, say, just replace all data structures by STL equivalents without thinking twice.&lt;br /&gt;
20:50:19&amp;lt; loriel&amp;gt; I would not make an argument in favour of actively replacing your data structures with standar-- yeah, not that&lt;br /&gt;
20:50:34&amp;lt; loriel&amp;gt; but I think it is not a question of style to use standard library functionality that fits what you are trying to do&lt;br /&gt;
20:50:37&amp;lt; loriel&amp;gt; instead of reimplementing it&lt;br /&gt;
20:50:48&amp;lt;!ck&amp;gt; yeah, it&#039;s about newly written code. I&#039;m happy if I don&#039;t need to think about container details if I want to do mesh animation ;)&lt;br /&gt;
20:51:33&amp;lt;!PeterW&amp;gt; Well, I&#039;m just kind of prejudiced against STL because I felt I always ended up reimplementing stuff anyway - just in some alien STL dialect instead of C++&lt;br /&gt;
20:51:37&amp;lt;!Newton&amp;gt; to be cautious about abstraction applies for all libraries, not only STL&lt;br /&gt;
20:52:38&amp;lt; loriel&amp;gt; PeterW: For someone with less than years of familiarity with the clonk code, it does look some alien dialect of C++ too exactly because it does not use the standard libraries :)&lt;br /&gt;
20:53:58&amp;lt;!PeterW&amp;gt; Well, I do consider linked lists to be an universally known subject, obviously ;)&lt;br /&gt;
20:54:06&amp;lt;!Newton&amp;gt; btw, is boost now part of the c++ standard?&lt;br /&gt;
20:54:25&amp;lt; Mortimer_&amp;gt; http://bitbucket.org/mortimer/openclonk/changesets/ &amp;lt;- debug branch ... did a lot of merges lately &amp;gt;_&amp;gt;&lt;br /&gt;
20:54:25&amp;lt; loriel&amp;gt; No, but they took some inspiration&lt;br /&gt;
20:54:33&amp;lt; loriel&amp;gt; for things like the multithreading interface, smartpointers&lt;br /&gt;
20:55:26&amp;lt;!PeterW&amp;gt; Btw: Does Mortimer have repository access?&lt;br /&gt;
20:55:30&amp;lt;!Newton&amp;gt; no&lt;br /&gt;
20:55:31&amp;lt; Mortimer_&amp;gt; nope&lt;br /&gt;
20:55:36&amp;lt;!PeterW&amp;gt; Why not?&lt;br /&gt;
20:55:52&amp;lt;!Newton&amp;gt; because he didnt ask Isilkor or Günther to get one yet, I guess ^^&lt;br /&gt;
20:56:18&amp;lt;!PeterW&amp;gt; Whoa btw @ merges&lt;br /&gt;
20:56:34&amp;lt; Mortimer_&amp;gt; &amp;gt;_&amp;gt; wanted to see the new stuff without leaving the branch..&lt;br /&gt;
20:56:35&amp;lt;!PeterW&amp;gt; Well, the he should do that :)&lt;br /&gt;
20:56:55&amp;lt; Mortimer_&amp;gt; Guenther: may I have access :o ?&lt;br /&gt;
20:57:17&amp;lt; Mortimer_&amp;gt; I promise to spam everything with merge pyramids and other weird commits..&lt;br /&gt;
20:57:36&amp;lt;!PeterW&amp;gt; You might want to do some rebasing before commiting those patches.&lt;br /&gt;
20:57:53&amp;lt;!Zapper&amp;gt; btw&lt;br /&gt;
20:58:11&amp;lt;!Zapper&amp;gt; why does OC use a registry path inside RedWolf Design?&lt;br /&gt;
20:58:13&amp;lt; Mortimer_&amp;gt; i&#039;ll do that.. when i get home&lt;br /&gt;
20:58:26&amp;lt;!ck&amp;gt; While we are it: We might also want to grant Maikel access&lt;br /&gt;
20:58:28&amp;lt;!Guenther&amp;gt; Mortimer_: I guess? Iirc, I was in favor before, but others weren&#039;t, so if that&#039;s changed, great. I&#039;ll need your public ssh key.&lt;br /&gt;
20:58:51&amp;lt;!Guenther&amp;gt; Zapper: Because nobody thought of changing that yet.&lt;br /&gt;
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21:00:32&amp;lt;!Newton&amp;gt; Maikel has no access?&lt;br /&gt;
21:00:41&amp;lt;!Maikel&amp;gt; no&lt;br /&gt;
21:00:45&amp;lt;!Newton&amp;gt; oh&lt;br /&gt;
21:01:03&amp;lt;!Newton&amp;gt; thats why you never pushed your patch in the bugtracker&lt;br /&gt;
21:01:38&amp;lt;!PeterW&amp;gt; Hu? Why are there changesets by Maikel then?&lt;br /&gt;
21:01:45&amp;lt;!Maikel&amp;gt; And because I am too stupid to write my own stdadapter&lt;br /&gt;
21:02:06&amp;lt;!ck&amp;gt; PeterW: I committed some of his patches&lt;br /&gt;
21:02:16&amp;lt;!ck&amp;gt; or rather, pushed ;)&lt;br /&gt;
21:02:52&amp;lt;!PeterW&amp;gt; Well, we wanted to be rather liberal with giving people access, if I remember correctly?&lt;br /&gt;
21:03:06&amp;lt;!Maikel&amp;gt; As long as the others aren&#039;t getting annoyed by pushing 1/2 changesets a week, there is no problem for me&lt;br /&gt;
21:03:49&amp;lt;!PeterW&amp;gt; If I&#039;m not mistaken, it should be impossible to really break anything permanently.&lt;br /&gt;
21:04:38&amp;lt;!PeterW&amp;gt; Or am I wrong? o_O&lt;br /&gt;
21:04:46&amp;lt;!PeterW&amp;gt; &amp;gt; You should have some compelling arguments why you can&#039;t just use bitbucket though.&lt;br /&gt;
21:05:15&amp;lt;!PeterW&amp;gt; I don&#039;t know whether that&#039;s a wrong impression, but I don&#039;t think using multiple repositories really works that well.&lt;br /&gt;
21:05:15&amp;lt; Ape&amp;gt; PeterW: Even if somebody could destroy the repository, you could always replace it with your local one&lt;br /&gt;
21:05:19&amp;lt;!Newton&amp;gt; Isilkor wrote that after Clonkonaut pushed some shit that didnt work&lt;br /&gt;
21:05:21&amp;lt;!Maikel&amp;gt; because the repos is larger than 150Mb in a few months, hopefully&lt;br /&gt;
21:05:27&amp;lt;!PeterW&amp;gt; It makes rebasing awfully complicated, doesn&#039;t it?&lt;br /&gt;
21:05:35&amp;lt;!Newton&amp;gt; and when Carli wanted access to dunno... implement shaders&lt;br /&gt;
21:06:08&amp;lt;!ck&amp;gt; PeterW: I know we had that discussion already, but I still favor merging where it makes sense ;)&lt;br /&gt;
21:06:34&amp;lt; Mortimer_&amp;gt; too stupid to obtain my public key from bitbucket.. so i&#039;ll provide it when i get home &amp;gt;_&amp;gt;&lt;br /&gt;
21:06:45&amp;lt;!PeterW&amp;gt; http://bitbucket.org/mortimer/openclonk/changesets/ &amp;lt;- And that doesn&#039;t make you change your opinion?&lt;br /&gt;
21:07:12&amp;lt;!PeterW&amp;gt; I don&#039;t think we just want to pull that.&lt;br /&gt;
21:07:43&amp;lt;!Newton&amp;gt; why not?&lt;br /&gt;
21:07:56&amp;lt;!ck&amp;gt; well, I can still rebase locally and push that to hg.oc.org&lt;br /&gt;
21:08:09&amp;lt;!PeterW&amp;gt; Because we would import 8 new development branches this way?&lt;br /&gt;
21:08:32&amp;lt;!ck&amp;gt; would we?&lt;br /&gt;
21:08:58&amp;lt;!PeterW&amp;gt; Well, not actually branches. Development lines (?)&lt;br /&gt;
21:08:58&amp;lt; Ape&amp;gt; Cherry picking good commits from bitbucket is a good way to do it&lt;br /&gt;
21:09:05&amp;lt;!ck&amp;gt; If they aren&#039;t named and they are merged already then we don&#039;t even create a new head in our repository?&lt;br /&gt;
21:09:25&amp;lt;!ck&amp;gt; But the development lines are &amp;quot;finished&amp;quot; already when they are merged&lt;br /&gt;
21:09:26&amp;lt;!Newton&amp;gt; Mimmo: oh, you wrote in the blog&lt;br /&gt;
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21:09:34&amp;lt;!ck&amp;gt; So I don&#039;t see a problem&lt;br /&gt;
21:09:38&amp;lt;!Newton&amp;gt; now I really need to check out if highreslandscape is enabled by default&lt;br /&gt;
21:09:38&amp;lt;!PeterW&amp;gt; But they will show up in the history.&lt;br /&gt;
21:09:45&amp;lt;!Newton&amp;gt; because it does not work for most people&lt;br /&gt;
21:09:55&amp;lt;!ck&amp;gt; Yes, but that&#039;s completely OK from my pov&lt;br /&gt;
21:10:12&amp;lt;!ck&amp;gt; Because this is how the commits actually have been recorded&lt;br /&gt;
21:10:21-!- alexX__ [~alexX@euirc-f3ede793.dip.t-dialin.net] has quit [Ping timeout]&lt;br /&gt;
21:10:25&amp;lt;!Guenther&amp;gt; I have far more problems with a message like &amp;quot;....&amp;quot;&lt;br /&gt;
21:10:43&amp;lt;!PeterW&amp;gt; It&#039;s complexity overhead. I don&#039;t want to scroll past pages of commits reading &amp;quot;merge&amp;quot;&lt;br /&gt;
21:10:45&amp;lt;!Guenther&amp;gt; We should try to prevent that sort of stuff ending up on openclonk.org.&lt;br /&gt;
21:11:05&amp;lt;!Newton&amp;gt; TortoiseHG has the option to hide all &amp;quot;merge&amp;quot;-commits&lt;br /&gt;
21:11:06&amp;lt;!PeterW&amp;gt; And then wonder which one of the dozens of development lines actually means what.&lt;br /&gt;
21:11:24&amp;lt;!PeterW&amp;gt; Yeah, which then makes the second issue worse.&lt;br /&gt;
21:11:33&amp;lt;!ck&amp;gt; We could tell people to use more meaningful commit messages then &amp;quot;Merge&amp;quot;&lt;br /&gt;
21:11:45&amp;lt;!Newton&amp;gt; hehe&lt;br /&gt;
21:11:51&amp;lt;!PeterW&amp;gt; How is that supposed to make things easier? :)&lt;br /&gt;
21:12:02&amp;lt;!PeterW&amp;gt; Then you have even more useless information.&lt;br /&gt;
21:12:02&amp;lt;!Newton&amp;gt; &amp;quot;why did somebody commit just when I wanted to push!!! ARGH&amp;quot;&lt;br /&gt;
21:12:14&amp;lt;!Newton&amp;gt; &amp;quot;merging mesh with default... AGAIN!!!&amp;quot;&lt;br /&gt;
21:12:26&amp;lt;!ck&amp;gt; Newton: Now in that case even I&#039;d go with rebase&lt;br /&gt;
21:12:28&amp;lt;!ck&amp;gt; (And I normally do)&lt;br /&gt;
21:12:31&amp;lt; Mortimer_&amp;gt; i once did that!1&lt;br /&gt;
21:12:31&amp;lt;!Newton&amp;gt; &amp;quot;WTF, well here it goes - mergyly dumdidum&amp;quot;&lt;br /&gt;
21:12:38&amp;lt;!PeterW&amp;gt; I don&#039;t care about merges or how a patch was developed.&lt;br /&gt;
21:12:52&amp;lt;!PeterW&amp;gt; I want to know how the patches appeared on the repository.&lt;br /&gt;
21:12:58&amp;lt;!ck&amp;gt; It makes it easier to see &amp;quot;which one of the dozens of development lines actually means what.&amp;quot;&lt;br /&gt;
21:13:03&amp;lt;!ck&amp;gt; I do.&lt;br /&gt;
21:13:25&amp;lt;!PeterW&amp;gt; Why? :P&lt;br /&gt;
21:13:52&amp;lt;!ck&amp;gt; Because it preserves information like the conditions under which a patch has been developed&lt;br /&gt;
21:14:25&amp;lt;!PeterW&amp;gt; Which is very seldom the condition under which the patch is actually approved for release.&lt;br /&gt;
21:14:52&amp;lt;!Mimmo_O&amp;gt; Newton: yes i did&lt;br /&gt;
21:15:02&amp;lt;!Newton&amp;gt; good&lt;br /&gt;
21:15:25&amp;lt;!PeterW&amp;gt; Because while development is a pretty messy task of try-and-error and local developer management, taking it over into the repository is a far more structured process&lt;br /&gt;
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21:16:38&amp;lt;!PeterW&amp;gt; But we&#039;re getting to far into the discussion again.&lt;br /&gt;
21:17:08&amp;lt;!PeterW&amp;gt; Guenther wanted to discuss something about strings and C4IDs, if I remember correctly?&lt;br /&gt;
21:17:26&amp;lt;!ck&amp;gt; Yeah, but that&#039;s not the point IMO@the conditions differ at merge time, since one can merge the other way if one needs to have the same&lt;br /&gt;
21:17:45&amp;lt;!ck&amp;gt; I agree on that discussion being somewhat pointless though ;)&lt;br /&gt;
21:17:52&amp;lt;!Guenther&amp;gt; Na, I just wanted to accuse Isilkor of NIH and let it be ;-)&lt;br /&gt;
21:18:10&amp;lt;!PeterW&amp;gt; So that&#039;s done then? ;)&lt;br /&gt;
21:18:45&amp;lt;!PeterW&amp;gt; Isilkor seems to be passive anyway.&lt;br /&gt;
21:19:07&amp;lt;!PeterW&amp;gt; Anything else that needs discussion?&lt;br /&gt;
21:19:16&amp;lt;!Guenther&amp;gt; A better discussion might be the question of how-to-prevent-C4IDs and other identifiers from clashing&lt;br /&gt;
21:20:02&amp;lt;!Maikel&amp;gt; We decided to use a namespace Core_&lt;br /&gt;
21:20:09&amp;lt;!Guenther&amp;gt; So if we change CLNK to &amp;quot;Clonk&amp;quot; or some such, you suddenly can&#039;t have a variable named Clonk anymore, if I read the Code correctly&lt;br /&gt;
21:20:15&amp;lt;!Guenther&amp;gt; Ah, good.&lt;br /&gt;
21:20:38&amp;lt;!PeterW&amp;gt; Core_ is the namespace for Objects.c4d?&lt;br /&gt;
21:21:10&amp;lt;!Guenther&amp;gt; OC_ might have been a little bit shorter, but well.&lt;br /&gt;
21:21:25&amp;lt;!Newton&amp;gt; Peter: oh, its still the meeting? ^^&lt;br /&gt;
21:21:38&amp;lt; loriel&amp;gt; I was opposed to OC_ because it hardcodes the project name :&amp;gt;&lt;br /&gt;
21:21:46&amp;lt;!Maikel&amp;gt; Some people were against OC because of branding&lt;br /&gt;
21:21:56&amp;lt;!PeterW&amp;gt; As long as people are discussing - I guess so? :) @ Newton&lt;br /&gt;
21:22:06&amp;lt;!Maikel&amp;gt; Regarding IDs we should get rid off the old ones asap&lt;br /&gt;
21:22:34&amp;lt;!Newton&amp;gt; but I want Library_ for libraries&lt;br /&gt;
21:22:36&amp;lt;!ck&amp;gt; any volunteer for that? :)&lt;br /&gt;
21:22:43&amp;lt;!ck&amp;gt; Newton: Didn&#039;t we say Core_Library_ even?&lt;br /&gt;
21:22:45&amp;lt;!PeterW&amp;gt; Also if we do something like Knights.c4d in future, would we want to call it OC_Knights_?&lt;br /&gt;
21:22:54&amp;lt;!Newton&amp;gt; ur :(@Core_libary&lt;br /&gt;
21:23:00&amp;lt;!ck&amp;gt; I&#039;d say just Knights_&lt;br /&gt;
21:23:11&amp;lt;!Newton&amp;gt; why do we need Namespaces again?&lt;br /&gt;
21:23:26&amp;lt;!PeterW&amp;gt; We should call it Core.c4d then, btw.&lt;br /&gt;
21:23:42&amp;lt;!ck&amp;gt; Hm, I&#039;m not opposed to that@renaming to Core.c4d&lt;br /&gt;
21:24:27&amp;lt;!Newton&amp;gt; I want to note that with OC there will probably just one official main pack&lt;br /&gt;
21:24:28&amp;lt;!ck&amp;gt; Newton: But especially for libraries long IDs are not too annoying are they?&lt;br /&gt;
21:24:38&amp;lt;!ck&amp;gt; They only need to be given once for a script when including them&lt;br /&gt;
21:24:49&amp;lt;!Newton&amp;gt; as classical knight elements and I am sure fantasy elements will go into the main pack&lt;br /&gt;
21:25:08&amp;lt;!PeterW&amp;gt; Another thing to think about: calling it &amp;quot;Core&amp;quot; makes it sound like it&#039;s really needed for running the game.&lt;br /&gt;
21:25:22&amp;lt;!PeterW&amp;gt; Like, say, System.c4g scripts.&lt;br /&gt;
21:25:38&amp;lt;!ck&amp;gt; Std anyone? ;)&lt;br /&gt;
21:25:41&amp;lt; loriel&amp;gt; We could call it Std_&lt;br /&gt;
21:25:42&amp;lt; loriel&amp;gt; hey!&lt;br /&gt;
21:25:42&amp;lt; Matthi&amp;gt; st...&lt;br /&gt;
21:25:45&amp;lt;!Newton&amp;gt; ck: thats true. But what is the chance of having two Libraries of the same name&lt;br /&gt;
21:25:46&amp;lt; Matthi&amp;gt; ok&lt;br /&gt;
21:26:23&amp;lt;!Newton&amp;gt; or two Horses&lt;br /&gt;
21:26:26&amp;lt;!Newton&amp;gt; two Clonks&lt;br /&gt;
21:26:42&amp;lt;!ck&amp;gt; I don&#039;t think it&#039;s a question of likelihood but rather one of consistency.&lt;br /&gt;
21:26:45&amp;lt;!Newton&amp;gt; or is the namespacing about more than just possible name collisions?&lt;br /&gt;
21:26:46&amp;lt;!Sven2&amp;gt; *jumps in* I&#039;d like to have it as short as possible&lt;br /&gt;
21:27:05&amp;lt;!ck&amp;gt; Plus likelihood 0 is better than likelihood 0+epsilon :)&lt;br /&gt;
21:27:18&amp;lt; loriel&amp;gt; Std_, Vanilla_, Default_, Basic_, ... hm :&lt;br /&gt;
21:27:19&amp;lt; loriel&amp;gt; :)&lt;br /&gt;
21:27:21&amp;lt;!Newton&amp;gt; I mean, it would be pretty neat to just be able to write Bow-&amp;gt;GetWidth() ... whatever&lt;br /&gt;
21:27:24&amp;lt;!PeterW&amp;gt; Btw, we didn&#039;t agree on something like &amp;quot;#use Core&amp;quot;?&lt;br /&gt;
21:27:36&amp;lt;!Sven2&amp;gt; Yes, I agree on that @neat&lt;br /&gt;
21:27:37&amp;lt;!Newton&amp;gt; whats that&lt;br /&gt;
21:27:51&amp;lt; loriel&amp;gt; Like using namespace?&lt;br /&gt;
21:27:55&amp;lt;!PeterW&amp;gt; Yes&lt;br /&gt;
21:28:07&amp;lt;!Newton&amp;gt; we could also say: he, the core/std pack does not use any namespaces but all others have to!!!&lt;br /&gt;
21:28:08&amp;lt;!PeterW&amp;gt; So you can use, say, &amp;quot;Clonk&amp;quot; and it resolves to &amp;quot;Core_Clonk&amp;quot;&lt;br /&gt;
21:28:30&amp;lt;!PeterW&amp;gt; Then we don&#039;t need to worry about long names anymore.&lt;br /&gt;
21:28:47&amp;lt; loriel&amp;gt; Newton: imho, that is mean. :)&lt;br /&gt;
21:28:54&amp;lt;!Newton&amp;gt; btw is it _ now? I&#039;d like : or :: better&lt;br /&gt;
21:29:04&amp;lt;!PeterW&amp;gt; (It&#039;s preferable to doing abbreviations like &amp;quot;Std&amp;quot;, imo)&lt;br /&gt;
21:29:15&amp;lt; loriel&amp;gt; Newton: I think everything should be in some namespace and then the user can decide what thigns to bring into the global scope, if we end up having #use&lt;br /&gt;
21:29:16&amp;lt;!Guenther&amp;gt; The train about branding has left the station a long time ago with all the C4* stuff...&lt;br /&gt;
21:29:39&amp;lt;!Newton&amp;gt; [ ] C4&lt;br /&gt;
21:29:42&amp;lt;!Newton&amp;gt; [ ] Std&lt;br /&gt;
21:29:45&amp;lt;!Newton&amp;gt; [ ] Core&lt;br /&gt;
21:29:46&amp;lt; loriel&amp;gt; Newton: I was in favour of _ because it would parse as a regular identifier right now, I did not think people would take the C++ namespace analogy that far&lt;br /&gt;
21:29:53&amp;lt;!Newton&amp;gt; [ ] nix&lt;br /&gt;
21:30:01&amp;lt; loriel&amp;gt; I would be all for :: if there is an equivalent of using namespace&lt;br /&gt;
21:30:09&amp;lt;!PeterW&amp;gt; [ ] #use?&lt;br /&gt;
21:30:23&amp;lt;!Newton&amp;gt; that would be an addition, no?@peter&lt;br /&gt;
21:30:45&amp;lt;!PeterW&amp;gt; Well, it would influence my vote.&lt;br /&gt;
21:31:10&amp;lt;!Guenther&amp;gt; Well, if C4Script had proper scoping, we might get away with not using name-prefixes&lt;br /&gt;
21:31:11&amp;lt;!ck&amp;gt; I think we&#039;ll end up with #use in one form or the other&lt;br /&gt;
21:31:12&amp;lt;!Sven2&amp;gt; He, C4 would be cool&lt;br /&gt;
21:31:12&amp;lt;!Sven2&amp;gt; C4Clonk!&lt;br /&gt;
21:31:13&amp;lt;!PeterW&amp;gt; I&#039;m slightly against &amp;quot;::&amp;quot; because it&#039;s two characters... ;)&lt;br /&gt;
21:31:29&amp;lt; loriel&amp;gt; But if you use :, the ? : operator will be harder to parse!&lt;br /&gt;
21:31:47&amp;lt;!ck&amp;gt; What about .?&lt;br /&gt;
21:31:54&amp;lt;!Sven2&amp;gt; On that topic...what happened to the idea of replacing &amp;quot;-&amp;gt;&amp;quot; with &amp;quot;.&amp;quot;?&lt;br /&gt;
21:31:54&amp;lt;!Newton&amp;gt; there is no ? : operator, loriel&lt;br /&gt;
21:32:04&amp;lt;!PeterW&amp;gt; Don&#039;t we want to use that in place of &amp;quot;-&amp;gt;&amp;quot;? @ ck&lt;br /&gt;
21:32:06&amp;lt; loriel&amp;gt; Newton: Well, there is no :: operator right now either&lt;br /&gt;
21:32:12&amp;lt; Matthi&amp;gt; [x] Core&lt;br /&gt;
21:32:12&amp;lt; Matthi&amp;gt; [x] #use&lt;br /&gt;
21:32:12&amp;lt; Matthi&amp;gt; [x] ::&lt;br /&gt;
21:32:23&amp;lt;!Sven2&amp;gt; I&#039;m with Matthi here&lt;br /&gt;
21:32:26&amp;lt;!Newton&amp;gt; ack&lt;br /&gt;
21:32:31&amp;lt;!PeterW&amp;gt; ack. But &amp;quot;_&amp;quot;.&lt;br /&gt;
21:32:47&amp;lt; loriel&amp;gt; How about \?&lt;br /&gt;
21:32:49&amp;lt;!ck&amp;gt; PeterW: Well, I prefer -&amp;gt;&lt;br /&gt;
21:33:01&amp;lt;!Guenther&amp;gt; #use just makes the problem come again.&lt;br /&gt;
21:33:09&amp;lt;!Newton&amp;gt; Sven: The discussion is versandet because it didnt look like someone was ready to implement that&lt;br /&gt;
21:33:13-!- Ape [~ape@88.193.0.euirc-fdc0a58a] has quit [Client exited]&lt;br /&gt;
21:33:26&amp;lt;!Sven2&amp;gt; Implement what? -&amp;gt; to .?&lt;br /&gt;
21:33:31&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
21:33:34-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has quit [Client exited]&lt;br /&gt;
21:33:35&amp;lt; loriel&amp;gt; Guenther: But then you can still take #use out of your script and give all the namespaces explicitly&lt;br /&gt;
21:33:36&amp;lt;!Sven2&amp;gt; That&#039;s one character to change in source?&lt;br /&gt;
21:33:47&amp;lt;!Guenther&amp;gt; Because just about everything in the main pack would use it, and you&#039;d have to search the entire main pack to make sure there&#039;s no collision before using a new name&lt;br /&gt;
21:33:47&amp;lt;!ck&amp;gt; And hundreds in scripts :)&lt;br /&gt;
21:34:06&amp;lt;!Sven2&amp;gt; Search&amp;amp;Replace should be pretty safe here&lt;br /&gt;
21:34:12&amp;lt; Matthi&amp;gt; ck: well, find&amp;amp;replace should do the trick here&lt;br /&gt;
21:34:18&amp;lt;!ck&amp;gt; Dunno. I still prefer -&amp;gt; over .&lt;br /&gt;
21:34:22&amp;lt;!PeterW&amp;gt; When doing what? @ Guenther&lt;br /&gt;
21:34:38&amp;lt;!ck&amp;gt; Guenther: The parser can emit an error if there is a collision&lt;br /&gt;
21:34:44&amp;lt;!ck&amp;gt; +only&lt;br /&gt;
21:35:07&amp;lt; loriel&amp;gt; Guenther: I am not sure I can follow. Are you saying the main pack is too big?&lt;br /&gt;
21:35:23&amp;lt;!Guenther&amp;gt; When introducing a &amp;quot;Foo&amp;quot; object, you&#039;d have to make sure there&#039;s no local variable named foo in the entire pack.&lt;br /&gt;
21:36:04&amp;lt; loriel&amp;gt; Well, then tell people writing main pack code not to use #use&lt;br /&gt;
21:36:04&amp;lt; loriel&amp;gt; :/&lt;br /&gt;
21:36:13&amp;lt;!Sven2&amp;gt; Local variables are supposed to be lower case?&lt;br /&gt;
21:36:16-!- ModernClonker [~mx@euirc-872761ac.dip0.t-ipconnect.de] has joined #openclonk-dev&lt;br /&gt;
21:36:29&amp;lt;!Guenther&amp;gt; are they?&lt;br /&gt;
21:36:43&amp;lt;!Sven2&amp;gt; It&#039;s what most people do&lt;br /&gt;
21:36:51&amp;lt;!Sven2&amp;gt; And some use hungarian, which would also not conflict&lt;br /&gt;
21:37:02&amp;lt;!Sven2&amp;gt; I&#039;d be more worried about function names&lt;br /&gt;
21:37:16&amp;lt;!Guenther&amp;gt; yeah.&lt;br /&gt;
21:38:33&amp;lt;!PeterW&amp;gt; Hm, having some sort of trailing character of IDs is out, I guess?&lt;br /&gt;
21:38:37&amp;lt;!Newton&amp;gt; bot i want to name my special clonk iClonkIndex !!!&lt;br /&gt;
21:38:38&amp;lt;!PeterW&amp;gt; *for&lt;br /&gt;
21:38:45&amp;lt;!Newton&amp;gt; or &amp;quot;i&amp;quot;&lt;br /&gt;
21:38:46&amp;lt;!Sven2&amp;gt; Clonk$?&lt;br /&gt;
21:39:15&amp;lt;!PeterW&amp;gt; More like $Clonk - the upside would be that synthax highlighting can pick it up.&lt;br /&gt;
21:41:13&amp;lt;!PeterW&amp;gt; Ruby has &amp;quot;:bla&amp;quot; for something similar... :)&lt;br /&gt;
21:41:55&amp;lt;!Sven2&amp;gt; I wouldn&#039;t mind that&lt;br /&gt;
21:42:21&amp;lt;!Maikel&amp;gt; Can we even use :?&lt;br /&gt;
21:42:27&amp;lt;!PeterW&amp;gt; .oO( &amp;quot;:Core:Clonk&amp;quot;? )&lt;br /&gt;
21:42:43&amp;lt;!PeterW&amp;gt; Might get confusing with Namespaces, though.&lt;br /&gt;
21:42:53&amp;lt;!Maikel&amp;gt; I&#039;d prefer C_&lt;br /&gt;
21:43:20&amp;lt;!PeterW&amp;gt; For marking IDs?&lt;br /&gt;
21:43:22&amp;lt; ModernClonker&amp;gt; Why C_?&lt;br /&gt;
21:43:27&amp;lt;!Maikel&amp;gt; So everybody can fill in his favorite word, either Clonk or Core.&lt;br /&gt;
21:43:44&amp;lt;!Guenther&amp;gt; We need a method to decide such matter-of-taste questions...&lt;br /&gt;
21:43:48&amp;lt;!PeterW&amp;gt; And what about stuff that isn&#039;t neither Clonk nor Core? ;)&lt;br /&gt;
21:43:55&amp;lt;!Guenther&amp;gt; Simple forum poll?&lt;br /&gt;
21:44:08&amp;lt;!PeterW&amp;gt; Which matter of taste currently?&lt;br /&gt;
21:44:09&amp;lt;!Maikel&amp;gt; Yes but we have like unlimited options&lt;br /&gt;
21:44:33&amp;lt; loriel&amp;gt; \Core\Clonk&lt;br /&gt;
21:44:34&amp;lt;!Guenther&amp;gt; How to distinguish C4Ids from other global constants.&lt;br /&gt;
21:45:08&amp;lt;!Guenther&amp;gt; The possibilities are endless, as we&#039;re seeing, and it doesn&#039;t matter much which we pick&lt;br /&gt;
21:45:20&amp;lt;!Newton&amp;gt; well&lt;br /&gt;
21:45:26&amp;lt;!Newton&amp;gt; as Sven2: coding guidelines&lt;br /&gt;
21:45:33&amp;lt;!PeterW&amp;gt; Well, I guess we have a consensus in that we need /some/ kind of fixed prefix?&lt;br /&gt;
21:45:42&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
21:45:47&amp;lt;!Newton&amp;gt; Isilkor said, if I declare a variable named Core_Clonk, it hides the definition&lt;br /&gt;
21:45:59&amp;lt;!Newton&amp;gt; but this won&#039;t happen too often&lt;br /&gt;
21:46:10&amp;lt;!Newton&amp;gt; very seldom, actually - especially with namespaces&lt;br /&gt;
21:46:12&amp;lt;!Guenther&amp;gt; As long as we pick one. Hm, ideally one that can be changed by search&amp;amp;replace if we decide to get rid of it&lt;br /&gt;
21:46:17&amp;lt;!ck&amp;gt; What kind of fixed prefix? A namespace kind, or a special character like $ or :?&lt;br /&gt;
21:46:31&amp;lt;!PeterW&amp;gt; Then making it &amp;quot;Core&amp;quot; or &amp;quot;C&amp;quot; doesn&#039;t make much sense, imo. &amp;quot;ID_&amp;quot; would be the logical choice if we want a word.&lt;br /&gt;
21:46:38&amp;lt; loriel&amp;gt; Or even a namespace separated from the actual name by a special character...!&lt;br /&gt;
21:47:00&amp;lt;!PeterW&amp;gt; A Prefix that dsitinguishes it from method names.&lt;br /&gt;
21:47:12&amp;lt;!PeterW&amp;gt; *distinguishes&lt;br /&gt;
21:47:19&amp;lt;!ck&amp;gt; What&#039;s the problem with methods overriding the ID locally in that script?&lt;br /&gt;
21:47:19&amp;lt;!Newton&amp;gt; err, I don&#039;t see the necessity to have a fixed prefix for IDs&lt;br /&gt;
21:47:38&amp;lt;!ck&amp;gt; The script won&#039;t use that ID if it introduces a method with the same name&lt;br /&gt;
21:48:16&amp;lt;!Guenther&amp;gt; hm, the only character on a german keyboard which is reachable by one keystroke, somewhat available, doesn&#039;t have a dead key problem, and is ASCII, is #&lt;br /&gt;
21:48:36&amp;lt;!PeterW&amp;gt; I don&#039;t think it&#039;s very good design if you have to look at the whole script to decide what kind of identifier you&#039;re looking at&lt;br /&gt;
21:48:42&amp;lt;!Guenther&amp;gt; ck: But an include might.&lt;br /&gt;
21:48:56&amp;lt;!PeterW&amp;gt; In case of global functions, that might be quite a lot.&lt;br /&gt;
21:49:36&amp;lt;!Guenther&amp;gt; And yeah, being able to distinguish IDs from variables without having the whole global and local variable list in your head is a feature&lt;br /&gt;
21:49:43&amp;lt;!PeterW&amp;gt; So shall we make a poll out of &amp;quot;do we even want a fixed prefix?&amp;quot;? :)&lt;br /&gt;
21:49:44&amp;lt;!Newton&amp;gt; global functions dont hide ids&lt;br /&gt;
21:50:03&amp;lt;!Newton&amp;gt; GetHiRank()-&amp;gt;GetWidth();&lt;br /&gt;
21:50:14&amp;lt;!PeterW&amp;gt; But local ones do? What about appends and includes? I don&#039;t think we want to put too much thought into that.&lt;br /&gt;
21:50:14&amp;lt;!Newton&amp;gt; GetHiRank-&amp;gt;GetWidth(); &amp;lt;- this one is an id&lt;br /&gt;
21:50:22&amp;lt;!ck&amp;gt; I&#039;m not sure how it currently works, but it would need to only override it for that script, not for its includes&lt;br /&gt;
21:50:35&amp;lt;!Newton&amp;gt; I don&#039;t undestand your point&lt;br /&gt;
21:50:40&amp;lt;!Guenther&amp;gt; PeterW: We could include it in the poll. Perhaps even as &amp;quot;I don&#039;t want a prefix&amp;quot; and &amp;quot;I can live without one&amp;quot;&lt;br /&gt;
21:51:24&amp;lt;!PeterW&amp;gt; A minor gripe with &amp;quot;#&amp;quot; would be that we already use it for our directives.&lt;br /&gt;
21:51:25&amp;lt;!Guenther&amp;gt; Which identifier hide which other is not really well defined. It might even depend on which part of the engine you&#039;re looking at.&lt;br /&gt;
21:52:05&amp;lt;!PeterW&amp;gt; That&#039;s exactly what I&#039;m trying to sidestep - let&#039;s have a prefix and be done with it.&lt;br /&gt;
21:52:17&amp;lt;!ck&amp;gt; yeah, I see, it&#039;s probably possible to get it correct, but too much effort to do so :)&lt;br /&gt;
21:52:25&amp;lt;!ck&amp;gt; @go without prefix&lt;br /&gt;
21:52:29&amp;lt;!Newton&amp;gt; statics hide ids&lt;br /&gt;
21:52:32&amp;lt;!Newton&amp;gt; locals hide statics&lt;br /&gt;
21:52:39&amp;lt;!Newton&amp;gt; vars hide locals&lt;br /&gt;
21:52:44&amp;lt;!Guenther&amp;gt; Aren&#039;t ids statics now?&lt;br /&gt;
21:52:46&amp;lt;!Newton&amp;gt; @clear defined&lt;br /&gt;
21:52:52&amp;lt;!Guenther&amp;gt; So it depends on the loading order...&lt;br /&gt;
21:53:09&amp;lt;!Newton&amp;gt; so it is wrong what i said?&lt;br /&gt;
21:53:57&amp;lt;!Guenther&amp;gt; Well, no. The parser has gotten an identifier, and tries to make sense of it. depending on where it is, it checks various sources, and picks one, and maybe issues an error if it also finds another&lt;br /&gt;
21:54:25&amp;lt;!Guenther&amp;gt; It should be mostly consistent, but it&#039;s a mess&lt;br /&gt;
21:55:26&amp;lt;!Guenther&amp;gt; And if I&#039;ve read the source correctly, a C4ID is more or less a &amp;quot;static const&amp;quot; now&lt;br /&gt;
21:55:41&amp;lt;!Newton&amp;gt; I see&lt;br /&gt;
21:55:57&amp;lt;!PeterW&amp;gt; Btw - don&#039;t static consts also use upper case names?&lt;br /&gt;
21:56:00&amp;lt;!Newton&amp;gt; actually to define a static with the same name as a C4ID might have some interesting side-effects&lt;br /&gt;
21:56:10&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
21:56:10&amp;lt;!Guenther&amp;gt; and multiple static const overwrite each other, but in which order depends on engine internals&lt;br /&gt;
21:56:24&amp;lt;!Newton&amp;gt; but they have all this BIG_LETTER_Bullshit in front&lt;br /&gt;
21:56:47&amp;lt;!Newton&amp;gt; or rather *Stuff&lt;br /&gt;
21:57:44&amp;lt;!PeterW&amp;gt; Well, this is all a matter of taste by now - but I /do/ think we should use a prefix instead of relying on a shaky pile of naming conventions and overload rules.&lt;br /&gt;
21:57:49&amp;lt;!Guenther&amp;gt; So until someone goes and fixes this stuff - I started, but didn&#039;t finish - we should imho go with the argument &amp;quot;it&#039;s good to see at first glance whether you have an id&amp;quot; and pretend that&#039;s the real reason ;-)&lt;br /&gt;
21:59:11&amp;lt;!PeterW&amp;gt; So, who does the poll? ;)&lt;br /&gt;
22:01:32&amp;lt;!Guenther&amp;gt; We might want to gather options in a topic first&lt;br /&gt;
22:02:31&amp;lt;!PeterW&amp;gt; Well, then let&#039;s do that instead.&lt;br /&gt;
22:03:05&amp;lt;!PeterW&amp;gt; Do we have anything else to discuss?&lt;br /&gt;
22:04:56&amp;lt;!Maikel&amp;gt; Maybe we can also get some clear conventions on iPlr and plr, pObj and obj, that&#039;s also done very differently in the current code.&lt;br /&gt;
22:06:05&amp;lt;!ck&amp;gt; 21:36:13 &amp;lt;!Sven2&amp;gt; Local variables are supposed to be lower case?&lt;br /&gt;
22:06:10&amp;lt;!ck&amp;gt; So iPlr and pObj are out :P&lt;br /&gt;
22:06:22&amp;lt;!Newton&amp;gt; they start with lower case&lt;br /&gt;
22:06:23&amp;lt;!Maikel&amp;gt; Then we have a great documentation :D&lt;br /&gt;
22:06:29&amp;lt;!PeterW&amp;gt; Only applies to the first character, silly ;)&lt;br /&gt;
22:06:35&amp;lt;!ck&amp;gt; oh :(&lt;br /&gt;
22:06:54&amp;lt;!Newton&amp;gt; PeterW: we talked a lot about interna&lt;br /&gt;
22:07:03&amp;lt;!Newton&amp;gt; I&#039;d like to see more progress on the content&lt;br /&gt;
22:07:23&amp;lt;!Newton&amp;gt; perhaps talk about some ideas for weapons, tools &amp;amp; stuff?&lt;br /&gt;
22:07:24&amp;lt;!PeterW&amp;gt; Well, it would be great if we could solve the CamelCase versus the bottom_liners, but I don&#039;t think we&#039;ll manage that.&lt;br /&gt;
22:07:30&amp;lt;!Newton&amp;gt; - and post that&lt;br /&gt;
22:07:50&amp;lt;!PeterW&amp;gt; +war&lt;br /&gt;
22:08:12&amp;lt;!Maikel&amp;gt; Well, I tried to implement a rope+hook that can be shot with the bow.&lt;br /&gt;
22:08:34&amp;lt;!Newton&amp;gt; :o&lt;br /&gt;
22:08:42&amp;lt; Matthi&amp;gt; PeterW: I don&#039;t think it&#039;s worth discussing much more&lt;br /&gt;
22:09:00&amp;lt; loriel&amp;gt; Maybe we can compromise on camelCase&lt;br /&gt;
22:09:14&amp;lt;!ck&amp;gt; loriel: yeah, let&#039;s introduce a third style :D&lt;br /&gt;
22:09:16&amp;lt;!Newton&amp;gt; I also want to discuss that Matthi does nothing&lt;br /&gt;
22:09:33&amp;lt; Matthi&amp;gt; The time spent on forum topics, polls and whatnot would be spent better on implementing whatever comes to your mind :/&lt;br /&gt;
22:09:34&amp;lt;!Newton&amp;gt; that might be dromedarCase&lt;br /&gt;
22:09:51&amp;lt; loriel&amp;gt; (I always thought it was camelCase versus PascalCase)&lt;br /&gt;
22:09:57&amp;lt; Matthi&amp;gt; I just don&#039;t think it&#039;s THAT big a deal.&lt;br /&gt;
22:10:17&amp;lt;!Newton&amp;gt; and I want to discuss that Matthi shouldnt do advice here and in the forum but spent his time better on implementing stuff&lt;br /&gt;
22:10:45&amp;lt;!Newton&amp;gt; but the camel has two höckers&lt;br /&gt;
22:10:54&amp;lt;!PeterW&amp;gt; (I think that too, I might have failed to express a slightly sarcastic tone. :) )&lt;br /&gt;
22:11:24&amp;lt; Matthi&amp;gt; Newton: Right now, my main occupation is trying not to fail an exam for I would have to add a year if do. Ask me about actually coding or doing stuff in about a week again&lt;br /&gt;
22:11:44&amp;lt;!Maikel&amp;gt; [x] Newton implements everything, the rest goes to bed now.&lt;br /&gt;
22:11:54&amp;lt;!Newton&amp;gt; Lets discuss how much Matthi fails his exams&lt;br /&gt;
22:12:17&amp;lt;!ck&amp;gt; Lets discuss about how much Newton drank already this night&lt;br /&gt;
22:12:52&amp;lt;!Newton&amp;gt; no seriously, I think it is very important to open up and public-ize OC through all platforms we can teh best we can&lt;br /&gt;
22:13:01-!- ShadoOw [~ShadoOw@euirc-bdf8d76a.dip.t-dialin.net] has quit [Ping timeout]&lt;br /&gt;
22:13:11&amp;lt;!Maikel&amp;gt; Yes we can?&lt;br /&gt;
22:13:32&amp;lt;!Newton&amp;gt; because motivation (and time) of single people runs out - as productive as they may be&lt;br /&gt;
22:13:52&amp;lt;!Newton&amp;gt; but if we turn more towards community buildings, the long term gain for the project will be greater&lt;br /&gt;
22:14:01&amp;lt;!Newton&amp;gt; because the project is not so much bound to certain people anymore&lt;br /&gt;
22:14:12&amp;lt;!Maikel&amp;gt; But you really need content to show&lt;br /&gt;
22:14:33&amp;lt; Matthi&amp;gt; And we&#039;re going to need a bigger chatroom on mondays, then.&lt;br /&gt;
22:14:34&amp;lt;!Newton&amp;gt; and where are the people who are good with C4Script?&lt;br /&gt;
22:14:42&amp;lt;!Newton&amp;gt; (not counting us)&lt;br /&gt;
22:15:02&amp;lt;!Maikel&amp;gt; Everybody interested in OC development is in the CCF?&lt;br /&gt;
22:15:05&amp;lt; Matthi&amp;gt; I guess there are busy coding C4Script for a game that actually WORKS? :/&lt;br /&gt;
22:15:32&amp;lt;!Newton&amp;gt; well, I think OC reached a state where content developers can begin to err.. dwell&lt;br /&gt;
22:15:38&amp;lt; Matthi&amp;gt; Yes&lt;br /&gt;
22:15:52&amp;lt;!Newton&amp;gt; so it works out of a C4Scripter POV&lt;br /&gt;
22:15:55&amp;lt; Matthi&amp;gt; And throw around their code when the forum poll has decided the camel-case-war?&lt;br /&gt;
22:16:22&amp;lt;!Newton&amp;gt; ?&lt;br /&gt;
22:16:36&amp;lt; Matthi&amp;gt; Seriously, I won&#039;t be doing a greal deal of script-work unless the engine-side of scripting is near &amp;quot;done&amp;quot;&lt;br /&gt;
22:16:58&amp;lt;!Newton&amp;gt; tell me, what is missing engine side`&lt;br /&gt;
22:17:08&amp;lt; Matthi&amp;gt; Well, let&#039;s say, consistency?&lt;br /&gt;
22:17:20&amp;lt;!Newton&amp;gt; meaning?&lt;br /&gt;
22:18:06&amp;lt; Matthi&amp;gt; There are still open topics, like if we use &amp;quot;.&amp;quot; or &amp;quot;-&amp;gt;&amp;quot;, Camel-Case Namespaces, how propertyLists/Setter-Getter are managed...&lt;br /&gt;
22:19:14&amp;lt;!Newton&amp;gt; the first is not of any importance&lt;br /&gt;
22:19:24&amp;lt; Matthi&amp;gt; And as long there are these big discussions about C4Script every monday, dreadging to change or (re-)implement stuff, I don&#039;t really want to get started&lt;br /&gt;
22:19:44&amp;lt;!Newton&amp;gt; if this patch comes, the one that does this patch will replace all -&amp;gt; with .&lt;br /&gt;
22:19:55&amp;lt;!Newton&amp;gt; and so with all other C4Script changes&lt;br /&gt;
22:20:07&amp;lt;!Newton&amp;gt; nobody may commit a patch that breaks the game&lt;br /&gt;
22:20:07&amp;lt; Matthi&amp;gt; Haha&lt;br /&gt;
22:20:28&amp;lt; Matthi&amp;gt; Well, that&#039;s not a good idea&lt;br /&gt;
22:20:37&amp;lt; Matthi&amp;gt; You&#039;d just burden the engine coders even more&lt;br /&gt;
22:21:05&amp;lt;!Newton&amp;gt; aha, is that so&lt;br /&gt;
22:21:18&amp;lt;!Newton&amp;gt; well but this is how we do it with our repository&lt;br /&gt;
22:21:34&amp;lt;!ck&amp;gt; I think Newton is right here. We should not commit any patches obviously and intentionally breaking stuff.&lt;br /&gt;
22:21:45&amp;lt; Matthi&amp;gt; Of course&lt;br /&gt;
22:21:51&amp;lt;!ck&amp;gt; At least not if it has not been discussed before&lt;br /&gt;
22:21:52&amp;lt; Matthi&amp;gt; that&#039;s not what I&#039;m getting at&lt;br /&gt;
22:22:26&amp;lt;!Newton&amp;gt; and this out of an obvious reason&lt;br /&gt;
22:22:30&amp;lt;!Newton&amp;gt; you are right, we need content&lt;br /&gt;
22:22:55&amp;lt;!Newton&amp;gt; but content can only be developed if the content developers know that they dont have to write everything new all the time&lt;br /&gt;
22:22:57&amp;lt; Matthi&amp;gt; I&#039;m saying: Creating script content NOW is a burden for everybody, while creating script content when Engine-C4Script is _done_ isn&#039;t and might even be easier for the scripters.&lt;br /&gt;
22:24:26&amp;lt;!Newton&amp;gt; you are assuming that there is some mysterious &amp;quot;engine developer&amp;quot; regularly contributing in the shadows, following his schedule until he is done, at one fixed date. And until then, C4Script may not be called &amp;quot;done&amp;quot; and shouldn&#039;t be used&lt;br /&gt;
22:24:53&amp;lt; Matthi&amp;gt; I don&#039;t think he is THAT mysterious&lt;br /&gt;
22:24:55&amp;lt;!Newton&amp;gt; this is what many people think that are outside the project&lt;br /&gt;
22:25:20&amp;lt; Matthi&amp;gt; So where am I wrong with that assumtion?&lt;br /&gt;
22:25:55&amp;lt;!Newton&amp;gt; brb&lt;br /&gt;
22:26:04&amp;lt;!ck&amp;gt; I&#039;d say there is no fixed date at which C4Script is &amp;quot;done&amp;quot;.&lt;br /&gt;
22:26:14&amp;lt;!ck&amp;gt; There will always be discussions about what can be changed or improved&lt;br /&gt;
22:26:24&amp;lt; Matthi&amp;gt; okay, agreed.&lt;br /&gt;
22:27:04&amp;lt; Matthi&amp;gt; But implementing stuff considered important like this namespace-discussion above is something I wouldn&#039;t call &amp;quot;change or improve&amp;quot;&lt;br /&gt;
22:27:11&amp;lt; Matthi&amp;gt; but &amp;quot;laying out the basics&amp;quot;&lt;br /&gt;
22:27:37&amp;lt;!Newton&amp;gt; the basics are layed out&lt;br /&gt;
22:28:10&amp;lt;!Newton&amp;gt; the namespace discussion is not a big one either&lt;br /&gt;
22:28:40&amp;lt;!Newton&amp;gt; cmon, change the id of all objects? Thats not really a long task either&lt;br /&gt;
22:28:53&amp;lt;!Newton&amp;gt; search&amp;amp;replace&lt;br /&gt;
22:29:15&amp;lt; Matthi&amp;gt; search&amp;amp;replace on Ids?&lt;br /&gt;
22:29:19&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
22:29:50&amp;lt;!Newton&amp;gt; long ideas are implemented already by the way. Because the stuff about namespaces is not solved yet, I just name my Objects anything&lt;br /&gt;
22:29:59&amp;lt;!Newton&amp;gt; QWER&lt;br /&gt;
22:30:11&amp;lt; Matthi&amp;gt; Phew&lt;br /&gt;
22:30:34&amp;lt;!Newton&amp;gt; no actually i still use 4-character IDs with &amp;quot;logic&amp;quot; names&lt;br /&gt;
22:31:55&amp;lt; Matthi&amp;gt; Well, I don&#039;t know - I still fear that some futur changes might not be just a &amp;quot;find&amp;amp;replace&amp;quot; but something more grave, as the project is still considerably young.&lt;br /&gt;
22:32:28&amp;lt;!Guenther&amp;gt; Yeah, the only big task C4Script-wise still left is savegame support, and reimplementing local named variables with properties. Both shouldn&#039;t affect the API much if at all.&lt;br /&gt;
22:32:40&amp;lt;!Guenther&amp;gt; We already did the big breaking changes.&lt;br /&gt;
22:32:46&amp;lt;!ck&amp;gt; Matthi: Then the one making the change in the engine is responsible for making sure your scripts still work&lt;br /&gt;
22:32:59-!- B_E is now known as b_e&lt;br /&gt;
22:33:34&amp;lt;!Guenther&amp;gt; I mean, we do feature additions to C4Script because we like to implement our own programming language.&lt;br /&gt;
22:33:56&amp;lt;!Guenther&amp;gt; If we didn&#039;t, we&#039;d just use Lua or something.&lt;br /&gt;
22:34:45&amp;lt;!Guenther&amp;gt; So if the burden of changes becomes greater, new features might not get implemented. CR did fine with the existing features, so that&#039;s not a grave risk.&lt;br /&gt;
22:35:06&amp;lt;!Guenther&amp;gt; On the other hand, not having content and losing the interest of other developers is a grave risk.&lt;br /&gt;
22:39:02-!- Mortimer [~Mortimer@euirc-d8bc059f.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
22:41:28&amp;lt; Matthi&amp;gt; Yes, agreed.&lt;br /&gt;
22:42:45&amp;lt;!Newton&amp;gt; and for me, it is important now to mobilize (and coordinate) as many ppl for that as possible to get out of this&lt;br /&gt;
22:44:32&amp;lt;!Newton&amp;gt; while I could also get on to this, I can only create a limited amount of stuff and these script tasks (making tools, weapons etc) are not too challenging (if the weapon/spell itself is not too complicated)&lt;br /&gt;
22:44:40-!- Icewing [~Icewing@euirc-9359146c.pool.mediaWays.net] has quit [Client exited]&lt;br /&gt;
22:45:42&amp;lt;!Newton&amp;gt; (plus I have more fundamental stuff to do that wouldn&#039;t count as &amp;quot;content&amp;quot; - e.g. next gamepad controls)&lt;br /&gt;
22:50:56&amp;lt;!ck&amp;gt; Would be good to have a list of very clear and discrete tasks&lt;br /&gt;
22:51:04&amp;lt;!ck&amp;gt; But of course it&#039;s already a lot of work to compile such a list&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100125&amp;diff=297</id>
		<title>IRCMeeting/20100125</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100125&amp;diff=297"/>
		<updated>2010-01-26T12:05:49Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Add summary for yesterday&amp;#039;s meeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
* Newton: Fixed various HUD bugs, set up http://blog.openclonk.org. Send a message to Newton to get an account.&lt;br /&gt;
* ck: Committed [http://hg.openclonk.org/openclonk/rev/367a5d862044 new animation system]&lt;br /&gt;
** Addresses various mesh-related bugs in the bugtracker thisweek&lt;br /&gt;
* Isilkor: Committed [http://hg.openclonk.org/openclonk/rev/048314d11ad0 long C4ID patch]&lt;br /&gt;
* Mimmo_O: Committed [http://hg.openclonk.org/openclonk/rev/58fea229a178 Boomshire]&lt;br /&gt;
** Will finalize it this week&lt;br /&gt;
* Randrian: Did work on various Clonk animations and continues to do so this week&lt;br /&gt;
* Maikel: Comitted [http://hg.openclonk.org/openclonk/rev/ecfedefc2cdd race goal and checkpoints]&lt;br /&gt;
** Will work on [http://forum.openclonk.org/topic_show.pl?pid=5585#pid5585 Melee goal] this week&lt;br /&gt;
* Sven2: Started to work on Tutorial. Will continue this week.&lt;br /&gt;
** Difficult to explain current inventory system in tutorial, followup discussion [http://forum.openclonk.org/topic_show.pl?tid=339 in the forums]&lt;br /&gt;
* loriel: [http://hg.openclonk.org/openclonk/rev/87f868b2aff0 Made many warnings disappear]&lt;br /&gt;
** Will work on random bugtracker bugs this week&lt;br /&gt;
* Masterserver for OC?&lt;br /&gt;
** Possibilities include: Run CR league scripts on openclonk.org, allow OC to use the clonk.de masterserver (need to check with matthes), write a new &amp;quot;open&amp;quot; masterserver&lt;br /&gt;
** No general agreement. Would be good to have a working solution in the near future, even if it is only temporary.&lt;br /&gt;
&lt;br /&gt;
== Full Log ==&lt;br /&gt;
&amp;lt;pre&amp;gt;[19:10] &amp;lt;!Newton&amp;gt; ok, meeting start!@19:10&lt;br /&gt;
[19:10] &amp;lt;!Zapper&amp;gt; gogo RAGE PeterW!&lt;br /&gt;
[19:10] &amp;lt;!Newton&amp;gt; who moderates?&lt;br /&gt;
[19:10] &amp;lt;!Mimmo_O&amp;gt; i could.&lt;br /&gt;
[19:10] &amp;lt;!Mimmo_O&amp;gt; let me just fetch some paper and pencils&lt;br /&gt;
[19:11] * Matthi leaves to fetch some popcorn.&lt;br /&gt;
[19:11] &amp;lt;!Zapper&amp;gt; *strg+r notepad*&lt;br /&gt;
[19:11] &amp;lt;!Mimmo_O&amp;gt; its win+r&lt;br /&gt;
[19:11] &amp;lt;!Mimmo_O&amp;gt; i prefer handwriting&lt;br /&gt;
[19:11] &amp;lt;!Mimmo_O&amp;gt; okay&lt;br /&gt;
[19:12] &amp;lt;!PeterW&amp;gt; *Cmd-Leer TextEdit* ;)&lt;br /&gt;
[19:12] &amp;lt;!Mimmo_O&amp;gt; who is not here today except for maikel?&lt;br /&gt;
[19:12] &amp;lt;!Zapper&amp;gt; Sven will come later&lt;br /&gt;
[19:12] * Randrian (~randrian@der.richard.im.euirc.net) has joined #openclonk-dev&lt;br /&gt;
[19:12] * ChanServ sets mode: +ao Randrian Randrian&lt;br /&gt;
[19:12] &amp;lt;!PeterW&amp;gt; Maikel was here some minutes ago?&lt;br /&gt;
[19:12] &amp;lt;!Zapper&amp;gt; And RIngwaul is not here, too&lt;br /&gt;
[19:12] &amp;lt;!Zapper&amp;gt; Randrian is here, tho&lt;br /&gt;
[19:12] &amp;lt;!ck&amp;gt; Guenther does not seem to be present&lt;br /&gt;
[19:12] &amp;lt;!Zapper&amp;gt; Randrian, the shield ingame model doesnt work? :&amp;lt;&lt;br /&gt;
[19:12] &amp;lt;!Mimmo_O&amp;gt; Zapper: later&lt;br /&gt;
[19:13] &amp;lt;!Mimmo_O&amp;gt; lets go to the first agenda point&lt;br /&gt;
[19:13] &amp;lt;!Mimmo_O&amp;gt; what we have done from last meeting til now&lt;br /&gt;
[19:13] &amp;lt;!Mimmo_O&amp;gt; refering to http://doodle.com/s348tbe49ex246ni?adminKey=&amp;amp;participantKey= we start with Newton&lt;br /&gt;
[19:13] &amp;lt;!Newton&amp;gt; ah, that one you meant@teilnehmerliste&lt;br /&gt;
[19:13] &amp;lt;!Mimmo_O&amp;gt; yup&lt;br /&gt;
[19:14] &amp;lt;!Newton&amp;gt; well, I wanted to do some hud fixes, set up a blog and start with the gamepad controls&lt;br /&gt;
[19:15] &amp;lt;!Newton&amp;gt; I didnt have time for the gamepad controls, I just updated the interface for using items a little so that it will be less of a problem to implement gamepad controls&lt;br /&gt;
[19:15] &amp;lt;!Newton&amp;gt; fixed some hud-bugs&lt;br /&gt;
[19:15] &amp;lt;!Newton&amp;gt; and set up a blog&lt;br /&gt;
[19:15] &amp;lt;!Newton&amp;gt; its here: blog.openclonk.org&lt;br /&gt;
[19:15] &amp;lt;!ck&amp;gt; Is it fully set up already?&lt;br /&gt;
[19:15] &amp;lt;!Zapper&amp;gt; nice&lt;br /&gt;
[19:15] &amp;lt;!Mimmo_O&amp;gt; nice, yes&lt;br /&gt;
[19:15] &amp;lt;!ck&amp;gt; I waited for a link to appear on openclonk.org &lt;br /&gt;
[19:15] &amp;lt;!Newton&amp;gt; but as you can see, the style is not adjusted to the rest of the page&lt;br /&gt;
[19:15] &amp;lt;!Zapper&amp;gt; Do we have to create new accounts?&lt;br /&gt;
[19:15] &amp;lt;!Mimmo_O&amp;gt; ringwaul created a logo for that already&lt;br /&gt;
[19:16] &amp;lt;!Newton&amp;gt; I want to create a template so that the same div classes are used then for the wiki template. I imagine its less work to do adjustments later&lt;br /&gt;
[19:16] &amp;lt;!Newton&amp;gt; because I can basically use the CSS from the wiki&lt;br /&gt;
[19:17] &amp;lt;!Newton&amp;gt; there are no accounts yet. But I can create them, no problem.&lt;br /&gt;
[19:17] &amp;lt;!Zapper&amp;gt; mh, where to create an account there?&lt;br /&gt;
[19:17] &amp;lt;!Zapper&amp;gt; ah, ok&lt;br /&gt;
[19:17] &amp;lt;!Mimmo_O&amp;gt; i think the developers should get accounts then?&lt;br /&gt;
[19:17] &amp;lt;!Zapper&amp;gt; later!&lt;br /&gt;
[19:17] &amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
[19:18] &amp;lt;!Mimmo_O&amp;gt; k&lt;br /&gt;
[19:18] &amp;lt;!Mimmo_O&amp;gt; anything else, Newton&lt;br /&gt;
[19:18] &amp;lt;!Mimmo_O&amp;gt; ?&lt;br /&gt;
[19:18] &amp;lt;!Newton&amp;gt; lets see&lt;br /&gt;
[19:18] &amp;lt;!Newton&amp;gt; well here is the interface for reference: http://forum.openclonk.org/topic_show.pl?tid=337&lt;br /&gt;
[19:19] &amp;lt;!Newton&amp;gt; otherwise, thats it. I just want to encourage you to already write something. Looks odd when I finally make the blog-link available and there is no content at all&lt;br /&gt;
[19:19] &amp;lt;!Mimmo_O&amp;gt; anyone wants to take the task to write the inital post?&lt;br /&gt;
[19:20] &amp;lt;!Zapper&amp;gt; I could&lt;br /&gt;
[19:20] &amp;lt;!Mimmo_O&amp;gt; k&lt;br /&gt;
[19:20] &amp;lt;!Zapper&amp;gt; I dont promise anything tho :)&lt;br /&gt;
[19:20] &amp;lt;!ck&amp;gt; So will we use separate logins after all?&lt;br /&gt;
[19:20] &amp;lt;!Mimmo_O&amp;gt; yes, sure :p&lt;br /&gt;
[19:20] &amp;lt;!Mimmo_O&amp;gt; (@ Zapper)&lt;br /&gt;
[19:21] &amp;lt;!Zapper&amp;gt; lets try to hurry a bit through the what-have-u-done phase? :)&lt;br /&gt;
[19:21] &amp;lt;!Mimmo_O&amp;gt; i planned a maximum of 10 minutes per person&lt;br /&gt;
[19:21] &amp;lt;!Newton&amp;gt; ck: yes&lt;br /&gt;
[19:21] &amp;lt;!Mimmo_O&amp;gt; Newton has 2 minutes left&lt;br /&gt;
[19:21] &amp;lt;!Newton&amp;gt; I already said, thats it ^^&lt;br /&gt;
[19:21] &amp;lt;!Mimmo_O&amp;gt; kk&lt;br /&gt;
[19:21] &amp;lt;!Mimmo_O&amp;gt; next one was ck&lt;br /&gt;
[19:22] &amp;lt;!ck&amp;gt; I basically implemented the new animation system for mesh animations&lt;br /&gt;
[19:22] &amp;lt;!Sven2&amp;gt; re&lt;br /&gt;
[19:22] &amp;lt;!ck&amp;gt; And even (partly) documented it!!&lt;br /&gt;
[19:22] &amp;lt;!Mimmo_O&amp;gt; wb&lt;br /&gt;
[19:22] &amp;lt;!Mimmo_O&amp;gt; k, ck, any questions to that?&lt;br /&gt;
[19:22] &amp;lt;!ck&amp;gt; I&#039;m wondering a bit where the new display bugs come from. Guess the model changed, not the code. Will have a look at that next.&lt;br /&gt;
[19:23] &amp;lt;!ck&amp;gt; Well, Feedback is always nice, so feel free to tell me if there is anything wrong with it&lt;br /&gt;
[19:23] &amp;lt;!Randrian&amp;gt; the model changed, but the bugs are there already some time ago, but always only visible when zoomed in a lot&lt;br /&gt;
[19:24] &amp;lt;!ck&amp;gt; yeah, I noticed that as well&lt;br /&gt;
[19:24] &amp;lt;!Randrian&amp;gt; in the actual jump animation you can see it quite clearly&lt;br /&gt;
[19:24] &amp;lt;!Newton&amp;gt; jup&lt;br /&gt;
[19:24] &amp;lt;!ck&amp;gt; right&lt;br /&gt;
[19:24] &amp;lt;!Randrian&amp;gt; (and I don&#039;t have to say that it doesn&#039;t show up in blender)&lt;br /&gt;
[19:25] &amp;lt;!ck&amp;gt; yeah. Will try to get on that and some of the other bugs in the bugtracker assigned to me this week.&lt;br /&gt;
[19:25] &amp;lt;!Newton&amp;gt; wow, a lot of docs. Will read that later&lt;br /&gt;
[19:25] &amp;lt;!Newton&amp;gt; openclonk\docs\sdk\definition\animations.xml&lt;br /&gt;
[19:25] &amp;lt;!Isilkor&amp;gt; In a related issue, I don&#039;t like this auto-assignment of bugs by category&lt;br /&gt;
[19:26] &amp;lt;!ck&amp;gt; So if there are no more questions I&#039;m done :)&lt;br /&gt;
[19:26] &amp;lt;!Newton&amp;gt; I have no problem in turning it off&lt;br /&gt;
[19:26] &amp;lt;!Sven2&amp;gt; Mh&lt;br /&gt;
[19:26] &amp;lt;!Sven2&amp;gt; Question!&lt;br /&gt;
[19:26] &amp;lt;!Isilkor&amp;gt; If this stays, you don&#039;t see whether somebody is actually working on a bug, or if it was just auto-assigned to him&lt;br /&gt;
[19:26] &amp;lt;!Mimmo_O&amp;gt; Wuestion approved.&lt;br /&gt;
[19:26] &amp;lt;!Mimmo_O&amp;gt; *q&lt;br /&gt;
[19:27] &amp;lt;!Sven2&amp;gt; Form the engine point of view, how will models be implemented in the hundreds of contexts where C4Facets are used currently?&lt;br /&gt;
[19:27] &amp;lt;!Newton&amp;gt; Isilkor: turned it off&lt;br /&gt;
[19:27] &amp;lt;!Sven2&amp;gt; I mean, we have object graphics, portraits, menu symbols, GUI stuff, etc.&lt;br /&gt;
[19:28] &amp;lt;!ck&amp;gt; I guess a function to render a mesh onto a facet would be in order&lt;br /&gt;
[19:28] &amp;lt;!Sven2&amp;gt; I&#039;d rather implement it as a C4Facet replacement&lt;br /&gt;
[19:28] &amp;lt;!Sven2&amp;gt; So you got something like C4Graphics, which can be either a 2D graphic (C4Facet) or a model&lt;br /&gt;
[19:29] &amp;lt;!Sven2&amp;gt; Alternatively, 2D facets could be implemented by converting them into models&lt;br /&gt;
[19:29] &amp;lt;!ck&amp;gt; hm, ok... guess I&#039;ll have to think a bit more about that. They won&#039;t share too much operations than &amp;quot;draw on something else&amp;quot;, right?&lt;br /&gt;
[19:30] &amp;lt;!Sven2&amp;gt; Yes, I&#039;d think so&lt;br /&gt;
[19:30] &amp;lt;!Sven2&amp;gt; But there are many of these operations. The interface has grown lots of hairs.&lt;br /&gt;
[19:30] &amp;lt;!Sven2&amp;gt; Including unused parameters like &amp;quot;draw with transparency&amp;quot;&lt;br /&gt;
[19:31] &amp;lt;!ck&amp;gt; ok so this would be a good opportunity to also clean that up somewhat&lt;br /&gt;
[19:31] &amp;lt;!Mimmo_O&amp;gt; we have one minute left for ck&lt;br /&gt;
[19:31] &amp;lt;!Mimmo_O&amp;gt; so is there anything left you need to discuss now?&lt;br /&gt;
[19:31] &amp;lt;loriel&amp;gt; Can I hijack his minute?&lt;br /&gt;
[19:32] &amp;lt;!Mimmo_O&amp;gt; otherwise we proceed with Zapper&lt;br /&gt;
[19:32] &amp;lt;loriel&amp;gt; Oh, well.&lt;br /&gt;
[19:32] &amp;lt;!ck&amp;gt; doesn&#039;t seem so&lt;br /&gt;
[19:32] &amp;lt;!Zapper&amp;gt; I started with the melee weapon system yesterday&lt;br /&gt;
[19:32] &amp;lt;!ck&amp;gt; loriel: maybe you can get your own 10 minute slot at the end ;)&lt;br /&gt;
[19:32] &amp;lt;!Zapper&amp;gt; I kinda ~works. Just have to tweak some stuff now&lt;br /&gt;
[19:32] &amp;lt;!Newton&amp;gt; can you give some details on that?&lt;br /&gt;
[19:33] &amp;lt;!Zapper&amp;gt; (that would be the topic of the blog, too)&lt;br /&gt;
[19:33] &amp;lt;!Zapper&amp;gt; sure&lt;br /&gt;
[19:33] &amp;lt;!Zapper&amp;gt; While I could as well put that in the blog!&lt;br /&gt;
[19:33] &amp;lt;!Zapper&amp;gt; basically: you have three different strikes&lt;br /&gt;
[19:33] &amp;lt;!Mimmo_O&amp;gt; stab, slice and horizontal?&lt;br /&gt;
[19:33] &amp;lt;!Zapper&amp;gt; you trigger them just by clicking and they depend on the direction in which you are moving&lt;br /&gt;
[19:33] &amp;lt;!Zapper&amp;gt; upward, downward and horizontal&lt;br /&gt;
[19:34] &amp;lt;!PeterW&amp;gt; We are talking about something like a sword right now?&lt;br /&gt;
[19:34] &amp;lt;!Zapper&amp;gt; I still have to add a system to aim with the fully drawn weapon (after the strike) for the shield&lt;br /&gt;
[19:34] &amp;lt;!Zapper&amp;gt; yes&lt;br /&gt;
[19:34] &amp;lt;!Mimmo_O&amp;gt; so this weaponsystem wont include special strikes?&lt;br /&gt;
[19:34] &amp;lt;!Zapper&amp;gt; sword and shield currently&lt;br /&gt;
[19:34] &amp;lt;!Zapper&amp;gt; well, I have nothing against special strikes yet&lt;br /&gt;
[19:34] &amp;lt;!Zapper&amp;gt; But I would as well trigger them by the movement&lt;br /&gt;
[19:34] &amp;lt;!PeterW&amp;gt; What exactly would be the difference between the three types of strikes?&lt;br /&gt;
[19:35] &amp;lt;!Mimmo_O&amp;gt; it could just end like caedes, two clonks stuck next to each other just hitting each other&lt;br /&gt;
[19:35] &amp;lt;!Zapper&amp;gt; and not &amp;quot;draw a tree with your mouse do to a roundhouse kick!&amp;quot;&lt;br /&gt;
[19:35] &amp;lt;!Mimmo_O&amp;gt; *g*&lt;br /&gt;
[19:35] &amp;lt;!Zapper&amp;gt; PeterW, weapons have two &amp;quot;parameters&amp;quot; i called them bash and sharpness for now&lt;br /&gt;
[19:35] &amp;lt;!Newton&amp;gt; hm.&lt;br /&gt;
[19:35] &amp;lt;!Zapper&amp;gt; both are influenced a bit by the velocity of the Clonk&lt;br /&gt;
[19:36] &amp;lt;!Newton&amp;gt; I&#039;d like to discuss this on a later agenda point&lt;br /&gt;
[19:36] &amp;lt;!Zapper&amp;gt; mh, k&lt;br /&gt;
[19:36] &amp;lt;loriel&amp;gt; But you need piercing too to have something to make skeletons immune to!&lt;br /&gt;
[19:36] &amp;lt;!Zapper&amp;gt; yes, I thought about introducing damage types, too&lt;br /&gt;
[19:36] &amp;lt;B_E&amp;gt; Like the Epic one?&lt;br /&gt;
[19:37] &amp;lt;!Zapper&amp;gt; dunno&lt;br /&gt;
[19:37] &amp;lt;!Mimmo_O&amp;gt; dont make too many of them, or we end up in having special items for defending each attack&lt;br /&gt;
[19:37] &amp;lt;!Zapper&amp;gt; like in Hazard or Caedes&lt;br /&gt;
[19:37] &amp;lt;!Zapper&amp;gt; Never played Epic&lt;br /&gt;
[19:37] &amp;lt;!PeterW&amp;gt; Well, we had spears in Knights, didn&#039;t we?&lt;br /&gt;
[19:37] &amp;lt;!Zapper&amp;gt; Mimmo_O, yes, just a few&lt;br /&gt;
[19:37] &amp;lt;!Mimmo_O&amp;gt; we do&lt;br /&gt;
[19:37] &amp;lt;!PeterW&amp;gt; Hm, though it&#039;s obviously a good question whether you&#039;d want to only be able to throw them now.&lt;br /&gt;
[19:37] &amp;lt;!Mimmo_O&amp;gt; in addition to this, we could also add non-physical damage like damage from fire or acid, or even magical damage&lt;br /&gt;
[19:38] &amp;lt;!Newton&amp;gt; Javelin &amp;lt;-&amp;gt; Spear&lt;br /&gt;
[19:38] &amp;lt;!Zapper&amp;gt; PeterW, well&lt;br /&gt;
[19:38] &amp;lt;!Zapper&amp;gt; I still think that throwing should ALWAYS be on strg+mouse&lt;br /&gt;
[19:38] &amp;lt;!Sven2&amp;gt; *ctrl&lt;br /&gt;
[19:38] &amp;lt;!Zapper&amp;gt; not on mouse-when-obejcts-doesnt-return-true&lt;br /&gt;
[19:38] &amp;lt;!Zapper&amp;gt; whatever&lt;br /&gt;
[19:38] &amp;lt;!Zapper&amp;gt; to have the same behavior on all objects&lt;br /&gt;
[19:39] &amp;lt;!Sven2&amp;gt; Yes, I&#039;ve thrown my shovel a few times. Don&#039;t know how it happened&lt;br /&gt;
[19:39] -Newton- ich würd das sogr gerne grundlegender diskutieren, aber das passt jetzt nicht in die 10min. Können wir in einem späteren TOP noch darüber sprechen?&lt;br /&gt;
[19:39] -&amp;gt; -Newton- sicher&lt;br /&gt;
[19:39] &amp;lt;!PeterW&amp;gt; Or a long click or something&lt;br /&gt;
[19:39] &amp;lt;!Zapper&amp;gt; long click? :/&lt;br /&gt;
[19:39] &amp;lt;!Mimmo_O&amp;gt; okay, we will move the discussion about throwing to the end please&lt;br /&gt;
[19:39] &amp;lt;!Zapper&amp;gt; that doesnt work&lt;br /&gt;
[19:39] &amp;lt;!Zapper&amp;gt; you hold the button for the bow for example&lt;br /&gt;
[19:39] &amp;lt;!PeterW&amp;gt; Yeah, you know - the longer, the more power&lt;br /&gt;
[19:39] &amp;lt;!Mimmo_O&amp;gt; okay, we will move the discussion about throwing to the end please&lt;br /&gt;
[19:39] &amp;lt;!Zapper&amp;gt; and you would for example use the spear as a melee weapon with [mouse] but you could still throw it like any other object&lt;br /&gt;
[19:39] &amp;lt;!Mimmo_O&amp;gt; any else questions to the weapon system working?&lt;br /&gt;
[19:39] &amp;lt;!Zapper&amp;gt; k, next one then&lt;br /&gt;
[19:40] &amp;lt;!PeterW&amp;gt; With some extra code to makee the animation pretty, I guess.&lt;br /&gt;
[19:40] &amp;lt;!Mimmo_O&amp;gt; next one would be maikel and ringwaul, who are both not here&lt;br /&gt;
[19:40] &amp;lt;!Mimmo_O&amp;gt; maikel scripted the race-goal&lt;br /&gt;
[19:40] &amp;lt;!Mimmo_O&amp;gt; ringwaul made the logo and the shield&lt;br /&gt;
[19:40] &amp;lt;!Mimmo_O&amp;gt; did i forgot anything?&lt;br /&gt;
[19:41] &amp;lt;!Zapper&amp;gt; the shoeld doesnt work ingame :&amp;lt;&lt;br /&gt;
[19:41] &amp;lt;!Zapper&amp;gt; the model&lt;br /&gt;
[19:41] &amp;lt;!Zapper&amp;gt; but whatever&lt;br /&gt;
[19:41] &amp;lt;!Randrian&amp;gt; why? it did&lt;br /&gt;
[19:41] &amp;lt;!Zapper&amp;gt; oh&lt;br /&gt;
[19:41] &amp;lt;!Sven2&amp;gt; I don&#039;t like the race goal checkpoints, but I guess they&#039;re placeholders?&lt;br /&gt;
[19:41] &amp;lt;!Zapper&amp;gt; I guess Ill need a freshly compiled engine then&lt;br /&gt;
[19:41] &amp;lt;!Mimmo_O&amp;gt; you mean the visual, sven?&lt;br /&gt;
[19:41] &amp;lt;!Zapper&amp;gt; I think so @placeholders&lt;br /&gt;
[19:42] &amp;lt;!Sven2&amp;gt; Yes. And the non-existant sounds&lt;br /&gt;
[19:42] &amp;lt;!Mimmo_O&amp;gt; maikel mentioned once, he will make out of particles maybe&lt;br /&gt;
[19:42] &amp;lt;!Mimmo_O&amp;gt; hm&lt;br /&gt;
[19:42] &amp;lt;!Mimmo_O&amp;gt; what sound would you vorschlagen?&lt;br /&gt;
[19:42] &amp;lt;!Mimmo_O&amp;gt; *suggest&lt;br /&gt;
[19:42] &amp;lt;!Sven2&amp;gt; Depends on the graphics :P&lt;br /&gt;
[19:43] &amp;lt;!Mimmo_O&amp;gt; okay, thats another story, then&lt;br /&gt;
[19:43] &amp;lt;!PeterW&amp;gt; .oO( Mario-style? )&lt;br /&gt;
[19:43] &amp;lt;!Mimmo_O&amp;gt; we proceed with peter&lt;br /&gt;
[19:43] &amp;lt;!PeterW&amp;gt; Uh&lt;br /&gt;
[19:43] &amp;lt;!PeterW&amp;gt; Well, I&#039;m not doing much apart from participating in the forum discussions :)&lt;br /&gt;
[19:43] &amp;lt;!Mimmo_O&amp;gt; okay, thats also a job to do!&lt;br /&gt;
[19:44] &amp;lt;!Mimmo_O&amp;gt; if theres nothing, i will be next&lt;br /&gt;
[19:44] &amp;lt;!PeterW&amp;gt; I&#039;d like discussing some of the points from the thread, if that&#039;s what I&#039;m supposed to do&lt;br /&gt;
[19:44] &amp;lt;!PeterW&amp;gt; But if it&#039;s about what I have done, I think I have to pass :)&lt;br /&gt;
[19:44] &amp;lt;!Mimmo_O&amp;gt; any objections?&lt;br /&gt;
[19:44] &amp;lt;!Mimmo_O&amp;gt; well, we can give you your 10 minutes if you want&lt;br /&gt;
[19:45] &amp;lt;!Isilkor&amp;gt; I move we stop being this stiff and formal&lt;br /&gt;
[19:45] &amp;lt;!Isilkor&amp;gt; This is not a court of law&lt;br /&gt;
[19:45] &amp;lt;loriel&amp;gt; I move to second Isilkor&#039;s motion&lt;br /&gt;
[19:45] &amp;lt;!Mimmo_O&amp;gt; Isilkor: i just want the points to be done&lt;br /&gt;
[19:45] &amp;lt;!Mimmo_O&amp;gt; we had a 3+hours meeting last week&lt;br /&gt;
[19:45] &amp;lt;!Sven2&amp;gt; There should be a formal discussion on the required degree of formality&lt;br /&gt;
[19:45] &amp;lt;!PeterW&amp;gt; Well, I don&#039;t know what the concept is, actually&lt;br /&gt;
[19:46] &amp;lt;!PeterW&amp;gt; Everybody has his/her say, then free discussion?&lt;br /&gt;
[19:46] &amp;lt;!Randrian&amp;gt; well, in the forum there was the agenda&lt;br /&gt;
[19:46] &amp;lt;!Randrian&amp;gt; first everyone explains what he has done&lt;br /&gt;
[19:46] &amp;lt;!Mimmo_O&amp;gt; first we have: what have we done&lt;br /&gt;
[19:46] &amp;lt;!Mimmo_O&amp;gt; then we see whats left to discuss&lt;br /&gt;
[19:47] &amp;lt;!Mimmo_O&amp;gt; but the first point is for sure telling whats done&lt;br /&gt;
[19:47] &amp;lt;!Mimmo_O&amp;gt; and if there is some topic that requires a long time to discuss&lt;br /&gt;
[19:47] &amp;lt;!Mimmo_O&amp;gt; then we will move it to the end, so that we first know what is done, actually&lt;br /&gt;
[19:47] &amp;lt;!Newton&amp;gt; the agenda of the forum is from last time&lt;br /&gt;
[19:47] &amp;lt;!PeterW&amp;gt; Good, let&#039;s proceed with that. I pass. And third (?) the movement to not be so formal about those 10 minutes. It&#039;s distracting.&lt;br /&gt;
[19:47] &amp;lt;!Isilkor&amp;gt; Okay, but if you allot 10 minutes to everybody to tell about his deeds, we&#039;re here at least 2hrs as well&lt;br /&gt;
[19:47] &amp;lt;!Isilkor&amp;gt; So let some people have 5, others 10,&lt;br /&gt;
[19:47] &amp;lt;!Isilkor&amp;gt; and if somebody needs, maybe even 12&lt;br /&gt;
[19:47] &amp;lt;!Mimmo_O&amp;gt; some people dont even need to talk&lt;br /&gt;
[19:48] &amp;lt;!PeterW&amp;gt; Who&#039;s next?&lt;br /&gt;
[19:48] &amp;lt;!Mimmo_O&amp;gt; i just want the not-so-mportant part to be done&lt;br /&gt;
[19:48] &amp;lt;!Mimmo_O&amp;gt; would be me&lt;br /&gt;
[19:48] * !Randrian (~randrian@der.richard.im.euirc.net) Quit (Ping timeout�)&lt;br /&gt;
[19:48] &amp;lt;!Mimmo_O&amp;gt; well, i have made the jar of winds and a parcour, boomshire&lt;br /&gt;
[19:49] &amp;lt;!Mimmo_O&amp;gt; both more a excercise for me&lt;br /&gt;
[19:49] &amp;lt;Asmageddon&amp;gt; I would not like to disturb, but boomshire is IMHO a bit too hard&lt;br /&gt;
[19:49] &amp;lt;!Sven2&amp;gt; I wouldn&#039;t think so&lt;br /&gt;
[19:49] &amp;lt;!Mimmo_O&amp;gt; its also not finished yet and for two people&lt;br /&gt;
[19:49] &amp;lt;!Sven2&amp;gt; As a two player course, it&#039;s OK to be a bit more advanced&lt;br /&gt;
[19:50] &amp;lt;!Mimmo_O&amp;gt; i think its more challenging if you have to think what you should do&lt;br /&gt;
[19:50] &amp;lt;Ape&amp;gt; Does it have checkpoints already?&lt;br /&gt;
[19:50] &amp;lt;Asmageddon&amp;gt; So that is the point, that it is non-completable with one player?&lt;br /&gt;
[19:50] &amp;lt;!Mimmo_O&amp;gt; yes&lt;br /&gt;
[19:50] &amp;lt;!Mimmo_O&amp;gt; and yes to Asmageddon&lt;br /&gt;
[19:50] &amp;lt;Asmageddon&amp;gt; ...ok, I get it&lt;br /&gt;
[19:50] &amp;lt;!Mimmo_O&amp;gt; its actual for two players, not more and not less&lt;br /&gt;
[19:50] &amp;lt;Asmageddon&amp;gt; That is why I couldn&#039;t make it, ok, I&#039;m quiet now&lt;br /&gt;
[19:51] &amp;lt;!Sven2&amp;gt; Concerning the Jar:&lt;br /&gt;
[19:51] &amp;lt;Asmageddon&amp;gt; Then set minimum and maximum player limit&lt;br /&gt;
[19:51] &amp;lt;!Sven2&amp;gt; I think left down should fill the Jar of Winds regardless of where you click it&lt;br /&gt;
[19:51] &amp;lt;Asmageddon&amp;gt; or at least write about it in description of this scenario&lt;br /&gt;
[19:51] &amp;lt;!Mimmo_O&amp;gt; i will&lt;br /&gt;
[19:51] &amp;lt;!Mimmo_O&amp;gt; Sven2: my idea was to make it loading slower when youre in a close cave&lt;br /&gt;
[19:52] &amp;lt;!Sven2&amp;gt; Yes. Recharge speed may depend on your surroundings, but the refill direction really shouldn&#039;t matter&lt;br /&gt;
[19:52] &amp;lt;!Sven2&amp;gt; It&#039;s kind of fake difficulty&lt;br /&gt;
[19:52] &amp;lt;!Mimmo_O&amp;gt; hm&lt;br /&gt;
[19:52] &amp;lt;!Mimmo_O&amp;gt; okay, i will change this and see how it works&lt;br /&gt;
[19:52] &amp;lt;!Mimmo_O&amp;gt; randrian is not here, hm&lt;br /&gt;
[19:52] &amp;lt;Ape&amp;gt; Does it still have the problem that you can&#039;t hold movement buttons when using jar, if you want to fly a long distance? Ie. moving to the right direction actually slows you from getting there with jar&lt;br /&gt;
[19:53] &amp;lt;!Mimmo_O&amp;gt; i think he need a model to create and animation for this&lt;br /&gt;
[19:53] &amp;lt;!Sven2&amp;gt; That&#039;s fixed&lt;br /&gt;
[19:53] &amp;lt;!Mimmo_O&amp;gt; fixed, thanks to Newton&lt;br /&gt;
[19:53] &amp;lt;Ape&amp;gt; Nice&lt;br /&gt;
[19:53] &amp;lt;!Mimmo_O&amp;gt; okay, anything else to add?&lt;br /&gt;
[19:53] &amp;lt;!Mimmo_O&amp;gt; otherwise, Isilkor has the word&lt;br /&gt;
[19:54] &amp;lt;!Isilkor&amp;gt; I have implemented IDs that are longer than 4 chars, the details of which were discussed in the last meeting, as far as I recall&lt;br /&gt;
[19:54] &amp;lt;!Mimmo_O&amp;gt; whats the main point of having them able to be longer than four chars?&lt;br /&gt;
[19:55] &amp;lt;Asmageddon&amp;gt; Sorry for disturbing, but does this mean I can already use for example 5 char ID?&lt;br /&gt;
[19:55] &amp;lt;!Newton&amp;gt; c&#039;mon, not again the discussion@Mimmo&lt;br /&gt;
[19:55] &amp;lt;!Zapper&amp;gt; Do we have any conventions?&lt;br /&gt;
[19:55] &amp;lt;Ape&amp;gt; Do we have or are we going to have namespaces or prefixes?&lt;br /&gt;
[19:55] &amp;lt;!Zapper&amp;gt; like Core::bla?&lt;br /&gt;
[19:55] &amp;lt;!Mimmo_O&amp;gt; i wasnt (mentally) present at this discussion&lt;br /&gt;
[19:55] &amp;lt;loriel&amp;gt; Zapper: I think IDs do not include &#039;:&#039;&lt;br /&gt;
[19:55] &amp;lt;!Zapper&amp;gt; :&amp;lt;&lt;br /&gt;
[19:55] &amp;lt;!Zapper&amp;gt; _ then&lt;br /&gt;
[19:55] &amp;lt;loriel&amp;gt; Advantages: More descriptive names with possible underscore-prefixed namespaces, less need to be careful about not stepped on someone else&#039;s IDs&lt;br /&gt;
[19:55] &amp;lt;!Mimmo_O&amp;gt; well, then we skip my quesion&lt;br /&gt;
[19:55] * Randrian (~randrian@der.richard.im.euirc.net) has joined #openclonk-dev&lt;br /&gt;
[19:55] * ChanServ sets mode: +ao Randrian Randrian&lt;br /&gt;
[19:55] &amp;lt;!Isilkor&amp;gt; Zapper: we don&#039;t have namespaces, but you can use _&lt;br /&gt;
[19:56] &amp;lt;loriel&amp;gt; SHVL -&amp;gt; Core_Shovel&lt;br /&gt;
[19:56] &amp;lt;!Isilkor&amp;gt; We might have namespaces later, :: was freed up&lt;br /&gt;
[19:56] &amp;lt;!Mimmo_O&amp;gt; ah okay&lt;br /&gt;
[19:56] &amp;lt;!Mimmo_O&amp;gt; reminds me of java&lt;br /&gt;
[19:56] &amp;lt;!Zapper&amp;gt; So we are going to use Core_ now?&lt;br /&gt;
[19:56] &amp;lt;loriel&amp;gt; Yes.&lt;br /&gt;
[19:56] &amp;lt;!Zapper&amp;gt; and with capital C?&lt;br /&gt;
[19:56] &amp;lt;loriel&amp;gt; Yes!&lt;br /&gt;
[19:56] &amp;lt;!Sven2&amp;gt; Sounds a bit verbose in scripting&lt;br /&gt;
[19:57] &amp;lt;!Zapper&amp;gt; i&#039;d rather write all IDs lowercase&lt;br /&gt;
[19:57] &amp;lt;!Mimmo_O&amp;gt; weill we then use Knights_CastlePart1 for knight-objects?&lt;br /&gt;
[19:57] &amp;lt;!Zapper&amp;gt; core_library_weaponsystem&lt;br /&gt;
[19:57] &amp;lt;!Zapper&amp;gt; i&#039;m so gonna call it that way now&lt;br /&gt;
[19:57] &amp;lt;Ape&amp;gt; Capitalized looks better to me&lt;br /&gt;
[19:57] &amp;lt;loriel&amp;gt; Well, I would rather use ALL_CAPS_LIKE_FOR_C_MACROS for constants, but, well&lt;br /&gt;
[19:57] &amp;lt;!Mimmo_O&amp;gt; i prefer Zappers way&lt;br /&gt;
[19:57] &amp;lt;!Sven2&amp;gt; Yes, lower case names are already used for variables&lt;br /&gt;
[19:57] &amp;lt;!Zapper&amp;gt; mh&lt;br /&gt;
[19:58] &amp;lt;!Zapper&amp;gt; Every word capitalized then?&lt;br /&gt;
[19:58] &amp;lt;!Mimmo_O&amp;gt; who uses variables like &amp;quot;core_library_weaponsystem&amp;quot;&lt;br /&gt;
[19:58] &amp;lt;!Sven2&amp;gt; Generally, IDs fulfill the role of classes, which are written in capital letters in almost every languag eI know&lt;br /&gt;
[19:58] &amp;lt;!Zapper&amp;gt; I don&#039;t want to remember where I have to put the capital letter&lt;br /&gt;
[19:58] &amp;lt;!Zapper&amp;gt; my classes always have a lowercase prefix :&amp;lt;&lt;br /&gt;
[19:58] &amp;lt;!Mimmo_O&amp;gt; nub!&lt;br /&gt;
[19:58] &amp;lt;!Sven2&amp;gt; I&#039;d rather lower-case function names to distinguish them from IDs&lt;br /&gt;
[19:59] &amp;lt;!Zapper&amp;gt; %(&lt;br /&gt;
[19:59] &amp;lt;!Mimmo_O&amp;gt; ugh&lt;br /&gt;
[19:59] &amp;lt;!Zapper&amp;gt; I&#039;d leave the upper case&lt;br /&gt;
[19:59] &amp;lt;!Zapper&amp;gt; and have the _ divide IDs&lt;br /&gt;
[19:59] &amp;lt;loriel&amp;gt; Can we abort this discussion and have it on the forum and then vote on it during the next meeting?&lt;br /&gt;
[19:59] &amp;lt;!Zapper&amp;gt; and not use the _ in function names&lt;br /&gt;
[19:59] &amp;lt;!Zapper&amp;gt; ok&lt;br /&gt;
[19:59] &amp;lt;!Zapper&amp;gt; ill just go and call my thingy Core_Library_Weaponsystem now!&lt;br /&gt;
[20:00] &amp;lt;!Mimmo_O&amp;gt; do that&lt;br /&gt;
[20:00] &amp;lt;!Zapper&amp;gt; mh&lt;br /&gt;
[20:00] &amp;lt;loriel&amp;gt; You can always change later once you have convinced us all :)&lt;br /&gt;
[20:00] &amp;lt;!Zapper&amp;gt; Meleeweaponsystem actually!&lt;br /&gt;
[20:00] &amp;lt;!PeterW&amp;gt; Hm, just wondering: Are we planning to have something like &amp;quot;use Knights&amp;quot;?&lt;br /&gt;
[20:00] &amp;lt;!Sven2&amp;gt; I&#039;d just call it Weaponsystem&lt;br /&gt;
[20:00] &amp;lt;!Mimmo_O&amp;gt; Meleeweaponssystembyzapper&lt;br /&gt;
[20:00] &amp;lt;!Mimmo_O&amp;gt; Meleeweaponssystembyzapperv2.68&lt;br /&gt;
[20:00] &amp;lt;!Zapper&amp;gt; ok, Sven2&lt;br /&gt;
[20:00] &amp;lt;!Zapper&amp;gt; it&#039;s only melee tho&lt;br /&gt;
[20:00] &amp;lt;!Mimmo_O&amp;gt; okay, anything else to add?&lt;br /&gt;
[20:00] &amp;lt;!Newton&amp;gt; Core_Library_Meleeweaponssystem&lt;br /&gt;
[20:00] &amp;lt;!PeterW&amp;gt; After which &amp;quot;Knight&amp;quot; automatically resolves to &amp;quot;Knights_Knight&amp;quot; where it&#039;s unambiguous&lt;br /&gt;
[20:01] &amp;lt;!Sven2&amp;gt; PeterW: Yes, I think that would be cool&lt;br /&gt;
[20:01] &amp;lt;!Mimmo_O&amp;gt; hm&lt;br /&gt;
[20:02] &amp;lt;!Sven2&amp;gt; Also, I wouldn&#039;t nest stuff too deeply. That&#039;s just more stuff to remember and write&lt;br /&gt;
[20:02] &amp;lt;!Mimmo_O&amp;gt; maybe we just use another prefix for knights-items&lt;br /&gt;
[20:02] &amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
[20:02] &amp;lt;!Mimmo_O&amp;gt; later to that, if needed&lt;br /&gt;
[20:02] &amp;lt;!Mimmo_O&amp;gt; randrian?&lt;br /&gt;
[20:02] &amp;lt;!Randrian&amp;gt; yes&lt;br /&gt;
[20:02] &amp;lt;Asmageddon&amp;gt; Hey, can I already use IDs longer than 4 chars?&lt;br /&gt;
[20:03] &amp;lt;!Isilkor&amp;gt; Yes&lt;br /&gt;
[20:03] &amp;lt;Asmageddon&amp;gt; Ok&lt;br /&gt;
[20:03] &amp;lt;!Randrian&amp;gt; I worked on the clonk&#039;s animations.&lt;br /&gt;
[20:03] &amp;lt;!Randrian&amp;gt; I fixed some things about the rig, to have better control over the arms (and ellbows)&lt;br /&gt;
[20:03] &amp;lt;!Randrian&amp;gt; and added some animations, expecially some with attached meshes.&lt;br /&gt;
[20:04] &amp;lt;!Randrian&amp;gt; Like the Strike Animations for the Sword and the Anim animation for the bow&lt;br /&gt;
[20:04] &amp;lt;!Randrian&amp;gt; and also the dig animation.&lt;br /&gt;
[20:04] &amp;lt;!Mimmo_O&amp;gt; yes, they look nice&lt;br /&gt;
[20:04] &amp;lt;!Sven2&amp;gt; Will we be able to attach carried objects to the arms?&lt;br /&gt;
[20:04] &amp;lt;!Randrian&amp;gt; yes I think that will be possible&lt;br /&gt;
[20:04] &amp;lt;!Randrian&amp;gt; the bow now is already attached to the hand, when selected.&lt;br /&gt;
[20:05] &amp;lt;!Randrian&amp;gt; as the shield&lt;br /&gt;
[20:05] &amp;lt;!Randrian&amp;gt; the sword now is worn on the back, when not drawn.&lt;br /&gt;
[20:05] &amp;lt;!Sven2&amp;gt; That&#039;s nice&lt;br /&gt;
[20:05] &amp;lt;!Zapper&amp;gt; (I need a freshly compiled engine!)&lt;br /&gt;
[20:05] &amp;lt;!Sven2&amp;gt; I thought the three inventory slots could represent each hand plus the back of the Clonk&lt;br /&gt;
[20:05] &amp;lt;!Randrian&amp;gt; but I&#039;ll make a system with that will control these attachments&lt;br /&gt;
[20:05] &amp;lt;!Zapper&amp;gt; Randrian, I find the sword thingy a bit weird. What if you have selected a sword AND an axe?&lt;br /&gt;
[20:05] &amp;lt;loriel&amp;gt; Then you are metal as fuck&lt;br /&gt;
[20:05] &amp;lt;!Mimmo_O&amp;gt; .oO(Dual wield!)&lt;br /&gt;
[20:06] &amp;lt;!Randrian&amp;gt; well the system should handle this&lt;br /&gt;
[20:06] &amp;lt;!Zapper&amp;gt; currently the weapon system &amp;quot;controls&amp;quot; the attachment of weapons to the hand&lt;br /&gt;
[20:06] &amp;lt;!Newton&amp;gt; hardly possible sven. Or can you imagine that the clonk carries a bow in each hand?&lt;br /&gt;
[20:06] &amp;lt;!Randrian&amp;gt; perhaps only show the sword when selected&lt;br /&gt;
[20:06] &amp;lt;!Zapper&amp;gt; I&#039;d need the interface to your system then&lt;br /&gt;
[20:06] &amp;lt;!Sven2&amp;gt; Well, then a bow should need both hands?&lt;br /&gt;
[20:06] &amp;lt;!Zapper&amp;gt; nah, both hands suck&lt;br /&gt;
[20:06] &amp;lt;!Zapper&amp;gt; then you&#039;d only be able to carry two items again&lt;br /&gt;
[20:06] &amp;lt;!Mimmo_O&amp;gt; NeedBothHands() { return true; }&lt;br /&gt;
[20:06] &amp;lt;loriel&amp;gt; In WoW, I can wield two two-handed axes and a bow at the same time. I exect you to match this.&lt;br /&gt;
[20:06] &amp;lt;!Newton&amp;gt; but then the second bow couldnt be displayed on the conk@sven&lt;br /&gt;
[20:06] &amp;lt;!Sven2&amp;gt; I thought about how to explain the &amp;quot;two mouse button&amp;quot; system in the tutorial. And the easiest explanation I came up with was that it represents &amp;quot;left and right hand&amp;quot;&lt;br /&gt;
[20:07] &amp;lt;!Randrian&amp;gt; well, I haven&#039;t started to implement it, so there is no interface yet zapper&lt;br /&gt;
[20:07] &amp;lt;!Zapper&amp;gt; yepp, just saying&lt;br /&gt;
[20:07] &amp;lt;!Sven2&amp;gt; I think we should show at least the primary (left button) selection&lt;br /&gt;
[20:08] &amp;lt;loriel&amp;gt; If we keep going along this direction, clonks will be dropping their weapons and shovels while climbing...&lt;br /&gt;
[20:08] &amp;lt;!Newton&amp;gt; ?&lt;br /&gt;
[20:08] &amp;lt;!Randrian&amp;gt; no, they put them on the back or something like that&lt;br /&gt;
[20:08] &amp;lt;!Randrian&amp;gt; or hide them&lt;br /&gt;
[20:08] &amp;lt;!Randrian&amp;gt; in CX this system also works&lt;br /&gt;
[20:08] &amp;lt;!Zapper&amp;gt; in cx you can only carry one item, though&lt;br /&gt;
[20:09] &amp;lt;!Randrian&amp;gt; yes well, but in some (earlier?) versions you could carry more and only on was displayed.&lt;br /&gt;
[20:09] &amp;lt;!Newton&amp;gt; next? We started 1h ago and still not done with status updates&lt;br /&gt;
[20:09] &amp;lt;!Zapper&amp;gt; you had a &amp;quot;first&amp;quot; slot there&lt;br /&gt;
[20:09] &amp;lt;!Zapper&amp;gt; k&lt;br /&gt;
[20:09] &amp;lt;!Randrian&amp;gt; well lefthand = first slot&lt;br /&gt;
[20:09] &amp;lt;!Newton&amp;gt; oh, we are through, aren&#039;t we?&lt;br /&gt;
[20:10] &amp;lt;!Randrian&amp;gt; yes I think so&lt;br /&gt;
[20:10] &amp;lt;!Sven2&amp;gt; Almost. I started the tutorial scenario, but got stuck when I realized dialog messages are broken&lt;br /&gt;
[20:10] &amp;lt;!Mimmo_O&amp;gt; yes, sven&lt;br /&gt;
[20:10] &amp;lt;!Mimmo_O&amp;gt; just wanted to call you&lt;br /&gt;
[20:10] &amp;lt;!Sven2&amp;gt; And when I couldn&#039;t explain the two-hand-system in an easy way&lt;br /&gt;
[20:10] &amp;lt;!Newton&amp;gt; oh, well. loriel (and asmageddon) are missing&lt;br /&gt;
[20:10] &amp;lt;Asmageddon&amp;gt; I&#039;m not missing&lt;br /&gt;
[20:10] &amp;lt;Asmageddon&amp;gt; And I guess I&#039;m not usefull, so I do not get why you even mention me&lt;br /&gt;
[20:11] &amp;lt;!Sven2&amp;gt; We could add a callout to &amp;quot;people not on list&amp;quot; to the formal procedure to be used on IRC dev meetings :P&lt;br /&gt;
[20:11] -&amp;gt; -Newton- nun geht das wieder los...&lt;br /&gt;
[20:11] &amp;lt;loriel&amp;gt; I filed http://bugs.openclonk.org/view.php?id=110 and posted a huge patch in two parts and it would be neat if everybody could check whether it touches any of their code in a wrong way or whether it breaks anything, so that it might be comitted before it causes even more conflicts, if no one has any objections.&lt;br /&gt;
[20:12] &amp;lt;!Sven2&amp;gt; So, basically, you silenced warnings?&lt;br /&gt;
[20:12] &amp;lt;loriel&amp;gt; Yes&lt;br /&gt;
[20:13] &amp;lt;loriel&amp;gt; A lot of it is really minor stuff like reordering initialisation lists and adding parentheses/braces at gcc&#039;s whims&lt;br /&gt;
[20:14] &amp;lt;loriel&amp;gt; I changed a bunch of signed/unsigneds around to avoid comparision between stuff of differing signedness&lt;br /&gt;
[20:14] &amp;lt;!Sven2&amp;gt; You removed the commas at the end of enum declarations?&lt;br /&gt;
[20:15] &amp;lt;loriel&amp;gt; They appear to be disallowed by C++&lt;br /&gt;
[20:15] &amp;lt;!Sven2&amp;gt; Some people consider them good style because it allows easier reorganization. I never heard they were disallowed&lt;br /&gt;
[20:16] &amp;lt;!Isilkor&amp;gt; Well, judging from the BNF in the standard, they aren&#039;t actually allowed&lt;br /&gt;
[20:16] &amp;lt;loriel&amp;gt; I also removed semicolons after } at the end of function definitions and namespaces&lt;br /&gt;
[20:16] &amp;lt;loriel&amp;gt; which do not seem to be allowed either&lt;br /&gt;
[20:17] &amp;lt;!Sven2&amp;gt; Well, if it shuts down warnings, so be it then&lt;br /&gt;
[20:17] &amp;lt;!PeterW&amp;gt; I also considered commas in enums good style, but whatever.&lt;br /&gt;
[20:18] &amp;lt;!Zapper&amp;gt; brb&lt;br /&gt;
[20:18] * !Zapper (~zapper@zap.euirc.net) Quit (Quit: woo�)&lt;br /&gt;
[20:18] &amp;lt;loriel&amp;gt; I assume you will have more objections that I changed &amp;quot;if (foo = bar)&amp;quot; to &amp;quot;if ((foo = bar))&amp;quot;, which is not required at all but suggested by gcc with even only -Wall&lt;br /&gt;
[20:18] &amp;lt;!Sven2&amp;gt; Yes, I can see the reason&lt;br /&gt;
[20:19] &amp;lt;loriel&amp;gt; Also if() if() a else b -&amp;gt; if() { if() a else b }&lt;br /&gt;
[20:19] &amp;lt;!PeterW&amp;gt; That first one seems pretty sensible, yes.&lt;br /&gt;
[20:19] &amp;lt;loriel&amp;gt; in some cases the desired behaviour in the code was rather nonobvious&lt;br /&gt;
[20:19] &amp;lt;!PeterW&amp;gt; It&#039;s a bit of a bad habit in Clonk code to do it so often&lt;br /&gt;
[20:20] &amp;lt;!PeterW&amp;gt; Well, that&#039;s often a matter of correct indention :)&lt;br /&gt;
[20:20] &amp;lt;!Isilkor&amp;gt; which is nonobvious as well, since there is code part tabs part spaces&lt;br /&gt;
[20:20] &amp;lt;!Newton&amp;gt; err by the way. Since we seem to be done with the status updates, I see no problem in continuing this discussion about the patch right here as our &amp;quot;second agenda point&amp;quot;&lt;br /&gt;
[20:20] &amp;lt;!Sven2&amp;gt; More brackets are OK for me&lt;br /&gt;
[20:20] &amp;lt;+occ&amp;gt; armin * 6a879327cfb6 src/game/object/C4Id.h: Add more comparison operators to C4Id, fixing the build&lt;br /&gt;
[20:20] &amp;lt;+occ&amp;gt; armin * f6000c1b8a0d src/platform/StdFile.cpp: Fix the build on Linux&lt;br /&gt;
[20:20] &amp;lt;loriel&amp;gt; Okay, cool.&lt;br /&gt;
[20:20] &amp;lt;!PeterW&amp;gt; GCC is warning about that already with -Wall? Semms pretty, well, pedantic to me.&lt;br /&gt;
[20:20] &amp;lt;!Newton&amp;gt; just to make a note about the process of the meeting&lt;br /&gt;
[20:20] &amp;lt;!Mimmo_O&amp;gt; sure&lt;br /&gt;
[20:21] &amp;lt;!Sven2&amp;gt; I don&#039;t think you will get MSVC9 coders to remember to add those brackets though&lt;br /&gt;
[20:21] * Zapper_ (~Zapper@euirc-4138e4c5.dip.t-dialin.net) has joined #openclonk-dev&lt;br /&gt;
[20:21] &amp;lt;!Sven2&amp;gt; (if new code is written)&lt;br /&gt;
[20:21] &amp;lt;!Mimmo_O&amp;gt; (so we go to &amp;quot;Discussion&amp;quot; now, and after that, we may move on to &amp;quot;Goald&amp;quot;&lt;br /&gt;
[20:21] &amp;lt;loriel&amp;gt; Sven2: I am not worried about new code right now, I just hope that it will be possible to get this patch comitted before it gets more out of date.&lt;br /&gt;
[20:21] &amp;lt;!Mimmo_O&amp;gt; i dont understand anything, so i will go take a shower, if its okay?)&lt;br /&gt;
[20:22] &amp;lt;loriel&amp;gt; I would not mind occasionally adding brackets :)&lt;br /&gt;
[20:22] &amp;lt;!Mimmo_O&amp;gt; [brb]&lt;br /&gt;
[20:22] &amp;lt;loriel&amp;gt; PeterW: It is with -Wall already, presumably because it is a common-enough beginners error and beginners are told to use -Wall but not -pedantic&lt;br /&gt;
[20:22] &amp;lt;!Sven2&amp;gt; Yes, maintaining a no-warnings-state is definitely desirable&lt;br /&gt;
[20:22] &amp;lt;!PeterW&amp;gt; Well, the point is that I guess we won&#039;t make it a code guideline to code this way?&lt;br /&gt;
[20:23] &amp;lt;!Newton&amp;gt; .oO(&amp;quot;Eventually, you will arrive at this screen and probably wonder who taught those coders the kind of shoddy practices that result in more then 600 warnings. &amp;quot;)&lt;br /&gt;
[20:23] &amp;lt;loriel&amp;gt; PeterW: I just hope there will not be a code guideline *against* doing it this way :)&lt;br /&gt;
[20:23] &amp;lt;!PeterW&amp;gt; Obviously - but on the other hand we can hand-pick which warnings we deem neccessary&lt;br /&gt;
[20:23] &amp;lt;!PeterW&amp;gt; @ Sven2&lt;br /&gt;
[20:23] &amp;lt;!Isilkor&amp;gt; Newton: Hey, those aren&#039;t there anymore&lt;br /&gt;
[20:23] &amp;lt;loriel&amp;gt; I do not want to cramp anyone&#039;s style, I just hoped for approval for my obsession with cleaning up code&lt;br /&gt;
[20:24] &amp;lt;!PeterW&amp;gt; (And deactivate all others)&lt;br /&gt;
[20:24] &amp;lt;Asmageddon&amp;gt; Sorry for disturbing, but is it really THAT important....?&lt;br /&gt;
[20:24] &amp;lt;!Isilkor&amp;gt; (because I disabled &amp;quot;conversion from float to int&amp;quot; warnings)&lt;br /&gt;
[20:24] &amp;lt;!Sven2&amp;gt; Both bracket warnings could help us find bugs, so I don&#039;t think they should be disabled&lt;br /&gt;
[20:24] &amp;lt;loriel&amp;gt; Asmageddon: I spend quite a few hours on the patch, I would like to get it waved through before it gets more out of date and harder to apply&lt;br /&gt;
[20:24] &amp;lt;!Newton&amp;gt; I know&lt;br /&gt;
[20:24] * Nachtfalter (nachtfalt@217.72.213.euirc-961f5eff) has joined #openclonk-dev&lt;br /&gt;
[20:25] &amp;lt;!Newton&amp;gt; Dunno, who takes care of that?@committing loriels patch&lt;br /&gt;
[20:25] &amp;lt;loriel&amp;gt; They can be disabled by -Wno-parentheses I believe&lt;br /&gt;
[20:25] &amp;lt;!ck&amp;gt; I can do&lt;br /&gt;
[20:25] &amp;lt;!Newton&amp;gt; ok, cool&lt;br /&gt;
[20:25] &amp;lt;!ck&amp;gt; Would be good if one of the MSVCers can confirm it to work though&lt;br /&gt;
[20:25] &amp;lt;loriel&amp;gt; I hoped I would find at least one or two volunteers to compile and run it to see if I broke anything that did not trip up my particular configuration&lt;br /&gt;
[20:25] &amp;lt;!Newton&amp;gt; ah&lt;br /&gt;
[20:25] &amp;lt;!Sven2&amp;gt; OK&lt;br /&gt;
[20:25] &amp;lt;loriel&amp;gt; and someone should check whether my changes to ie. C4FileMonitor::Execute make sense&lt;br /&gt;
[20:26] &amp;lt;!Newton&amp;gt; seems to me we have our volunteers ;D&lt;br /&gt;
[20:26] &amp;lt;!Isilkor&amp;gt; ck: the first part of the patch compiled&lt;br /&gt;
[20:26] &amp;lt;!Isilkor&amp;gt; it doesn&#039;t cleanly apply anymore, unfortunately&lt;br /&gt;
[20:26] &amp;lt;!Isilkor&amp;gt; but it&#039;s not too broken atm&lt;br /&gt;
[20:26] &amp;lt;loriel&amp;gt; Oh, something else I did that might be questionable was to satisfy -Woverloaded-virtual: When a subclass was hiding a virtual method of the base class, I brought it back into the subclass&#039; scoe.&lt;br /&gt;
[20:26] &amp;lt;!PeterW&amp;gt; &amp;lt;- Mac currently, so nobody look at me. OpenClonk doesn&#039;t even properly build here.&lt;br /&gt;
[20:26] &amp;lt;loriel&amp;gt; It seems sound &amp;quot;OO&amp;quot; practice to not narrow the interface of a class in its subclass&lt;br /&gt;
[20:27] &amp;lt;!Isilkor&amp;gt; PeterW: Are you volunteering to fix that? ;)&lt;br /&gt;
[20:27] &amp;lt;!Sven2&amp;gt; So, ck will commit it and then we check?&lt;br /&gt;
[20:27] &amp;lt;!ck&amp;gt; OK&lt;br /&gt;
[20:27] &amp;lt;!PeterW&amp;gt; Well, to make it work all the way to apple-compatible application packages, it&#039;s quite a bit of work.&lt;br /&gt;
[20:27] &amp;lt;loriel&amp;gt; Thank you :)&lt;br /&gt;
[20:28] &amp;lt;!Sven2&amp;gt; Hm. Looks like TortoiseHG doesn&#039;t have an &amp;quot;Apply patch&amp;quot;-option?&lt;br /&gt;
[20:29] &amp;lt;!Newton&amp;gt; thats right&lt;br /&gt;
[20:29] &amp;lt;loriel&amp;gt; (Also thanks to Isilkor for helping me get my changes into a patch format in the first place)&lt;br /&gt;
[20:29] &amp;lt;Asmageddon&amp;gt; Ok, I have to go, bye then.&lt;br /&gt;
[20:29] &amp;lt;loriel&amp;gt; Bye, Asmageddon &lt;br /&gt;
[20:29] * Asmageddon (5570c416@euirc-c30e4972.mibbit.com) Quit (Quit: http://www.mibbit.com ajax IRC Client�)&lt;br /&gt;
[20:30] &amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
[20:30] &amp;lt;!PeterW&amp;gt; By the way: On what point of the agenda are we currently? :)&lt;br /&gt;
[20:31] &amp;lt;!Newton&amp;gt; anyway, do we have something else to discuss? Or asked another way: does someone want to discuss something?&lt;br /&gt;
[20:31] &amp;lt;!ck&amp;gt; On the &amp;quot;Discuss loriel&#039;s patch&amp;quot; point :P&lt;br /&gt;
[20:31] &amp;lt;!Isilkor&amp;gt; 5, miscellaneous ;P&lt;br /&gt;
[20:31] &amp;lt;!Newton&amp;gt; Peter: see ck ;-)&lt;br /&gt;
[20:31] &amp;lt;loriel&amp;gt; The point where I splatter the bikeshed that is the code with tiny splotches of colour that no one will agree on in many nonobvious places&lt;br /&gt;
[20:31] &amp;lt;!PeterW&amp;gt; It just occured to me that we might want to keep engine core discussion and gameplay discussion a bit apart from each other, as engine talk might be pretty boring to those working on the object stuff.&lt;br /&gt;
[20:31] &amp;lt;!Isilkor&amp;gt; I like polka-dot patterns&lt;br /&gt;
[20:32] &amp;lt;!Newton&amp;gt; but how to do that, Peter? go into another channel? Split up the meeting&lt;br /&gt;
[20:32] &amp;lt;!Newton&amp;gt; +?&lt;br /&gt;
[20:32] &amp;lt;!Sven2&amp;gt; The first few pages of your patch file looked OK for me, even as a Windows coder&lt;br /&gt;
[20:32] &amp;lt;!Sven2&amp;gt; (who likes it GRAY. Preferrably ASH-GRAY).&lt;br /&gt;
[20:33] &amp;lt;loriel&amp;gt; I introduced a few TODO comments where I initialised variables with 0 or NULL just to get the compiler to shut up about uninitialised warnings but where I was not &amp;quot;entirely&amp;quot; certain that it was in fact be initialised before use&lt;br /&gt;
[20:33] &amp;lt;!PeterW&amp;gt; Well, have gameplay discussion first or something?&lt;br /&gt;
[20:33] &amp;lt;loriel&amp;gt; and where I added default: break;-like things where the compiler was concerned that a switch did not handle all enum values&lt;br /&gt;
[20:34] &amp;lt;!Sven2&amp;gt; You added TODO comments to some undefined switch cases?&lt;br /&gt;
[20:34] &amp;lt;!Newton&amp;gt; Peter: agree ^^&lt;br /&gt;
[20:34] &amp;lt;loriel&amp;gt; Where previously switch values were not handled, and where I could not come up with an obvious way to handle all of them without changing what the code does, I added default: /* TODO */ break; to silence the compiler&lt;br /&gt;
[20:35] &amp;lt;loriel&amp;gt; err, enum values were not handled by cases in the switch&lt;br /&gt;
[20:35] &amp;lt;loriel&amp;gt; Where every case returned and there was another return after the switch, I just moved that into a default: case, etc.&lt;br /&gt;
[20:35] &amp;lt;!Sven2&amp;gt; Sounds dangerous to me&lt;br /&gt;
[20:35] &amp;lt;!Sven2&amp;gt; Oh, default case. That&#039;s OK.&lt;br /&gt;
[20:36] &amp;lt;!Newton&amp;gt; Zapper, still there?&lt;br /&gt;
[20:36] &amp;lt;!Sven2&amp;gt; Well. I&#039;m not sure if it&#039;s on our agenda right now, but I&#039;d like to talk about the inventory system&lt;br /&gt;
[20:36] &amp;lt;!Newton&amp;gt; okay&lt;br /&gt;
[20:37] &amp;lt;!Mimmo_O&amp;gt; okay, re&lt;br /&gt;
[20:37] &amp;lt;!Newton&amp;gt; whats the issue?&lt;br /&gt;
[20:37] &amp;lt;!Sven2&amp;gt; Specifically &amp;quot;left hand, right hand&amp;quot;. As I said, when I wrote the tutorial messages, I realized it&#039;s somehow weird to explain this&lt;br /&gt;
[20:38] &amp;lt;Zapper_&amp;gt; yes, newton&lt;br /&gt;
[20:38] &amp;lt;Ape&amp;gt; At least the current system with three slots is very bad. Maybe you should only allow having two objects (left and right hands)&lt;br /&gt;
[20:38] &amp;lt;!Sven2&amp;gt; So you just picked up a rock. But it can end up anywhere in your inventory&lt;br /&gt;
[20:38] &amp;lt;!Sven2&amp;gt; Might be in your left hand, might be in your right hand, or might be anywhere&lt;br /&gt;
[20:38] &amp;lt;!Newton&amp;gt; just the explanation? You could write: &amp;quot;you have two items selected, ...&amp;quot;&lt;br /&gt;
[20:38] &amp;lt;!Newton&amp;gt; &amp;quot;... the first with the left mouse button,...&amp;quot;&lt;br /&gt;
[20:38] &amp;lt;!PeterW&amp;gt; Seconded @ Ape&lt;br /&gt;
[20:39] &amp;lt;!Newton&amp;gt; Sven2: no&lt;br /&gt;
[20:39] &amp;lt;!Sven2&amp;gt; Two objects is not that much if one of them is always the shovel&lt;br /&gt;
[20:39] &amp;lt;!PeterW&amp;gt; I&#039;m always in favor of reducing inventory slots :)&lt;br /&gt;
[20:39] &amp;lt;!Newton&amp;gt; it ends uup in your selected slot when the selected slot is empty&lt;br /&gt;
[20:39] &amp;lt;!Newton&amp;gt; otherwise in the next free slot&lt;br /&gt;
[20:39] &amp;lt;!PeterW&amp;gt; Then you don&#039;t always have a shovel?&lt;br /&gt;
[20:39] &amp;lt;!Randrian&amp;gt; well Peter, with only one you wont get very far in OC&lt;br /&gt;
[20:40] &amp;lt;Ape&amp;gt; Drop the shovel if you need two slots for carrying? And I have played Clonk with only one inventory slot a lot&lt;br /&gt;
[20:40] &amp;lt;!PeterW&amp;gt; A knight doesn&#039;t need to dig. I think that&#039;s actually a pretty good idea from a tactical point of view.&lt;br /&gt;
[20:40] &amp;lt;!Newton&amp;gt; Sven2: how should the items be collected differently?&lt;br /&gt;
[20:40] &amp;lt;Zapper_&amp;gt; Ape, nah, not the same&lt;br /&gt;
[20:40] &amp;lt;!Sven2&amp;gt; Well. When you play it, being able to put two pieces of loam on your left+right hand is actually pretty convenient&lt;br /&gt;
[20:40] &amp;lt;Zapper_&amp;gt; in CR you could build without a tool, chop trees without a tool and dig without a tool&lt;br /&gt;
[20:40] &amp;lt;Zapper_&amp;gt; you need tools for each actions in OC, though&lt;br /&gt;
[20:40] &amp;lt;!Sven2&amp;gt; I don&#039;t know. It&#039;s just that it&#039;s somehow complicated&lt;br /&gt;
[20:40] &amp;lt;loriel&amp;gt; Sven2: Maybe that can be replaced by making resource/consumable-like items like loam &#039;stackable&#039;...&lt;br /&gt;
[20:41] &amp;lt;!Newton&amp;gt; how would it be possible to make it easier? I have the impression that it cant get any easier@collecting&lt;br /&gt;
[20:41] &amp;lt;Zapper_&amp;gt; I like it currently - maybe just always colelct the item on the _first_ free slot&lt;br /&gt;
[20:41] &amp;lt;Zapper_&amp;gt; whatever it is&lt;br /&gt;
[20:41] &amp;lt;!Sven2&amp;gt; Well. At least when you carry two items of loam and consume the first, the second should shift into the usable inventory slot&lt;br /&gt;
[20:41] &amp;lt;Zapper_&amp;gt; if you want to have collected items selected, select the first two slots&lt;br /&gt;
[20:41] &amp;lt;!Sven2&amp;gt; OR stack all loam items into one slot, yes&lt;br /&gt;
[20:42] &amp;lt;!Mimmo_O&amp;gt; then there should be a maximum of items in one stack&lt;br /&gt;
[20:42] &amp;lt;!Newton&amp;gt; thats sounds odd. Then the shovel would move to the first inventory slot too@loams shifting&lt;br /&gt;
[20:42] &amp;lt;!PeterW&amp;gt; I&#039;m in favor of stacking, yes.&lt;br /&gt;
[20:42] &amp;lt;!Newton&amp;gt; how much objects can be stacked is defined by hte object itself&lt;br /&gt;
[20:42] &amp;lt;!Newton&amp;gt; #include L_ST&lt;br /&gt;
[20:43] &amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
[20:43] &amp;lt;!Newton&amp;gt; MaxStackCount() {return 3;}&lt;br /&gt;
[20:43] &amp;lt;Zapper_&amp;gt; stacking material sounds weird to me, though :S&lt;br /&gt;
[20:43] &amp;lt;!Randrian&amp;gt; well the shovel wouldn&#039;t shift, cause it is selected&lt;br /&gt;
[20:43] &amp;lt;!Sven2&amp;gt; Not this kind of stacking. I might want to stack a flint on top of a piece of loam&lt;br /&gt;
[20:43] &amp;lt;!Newton&amp;gt; huhß&lt;br /&gt;
[20:43] &amp;lt;!Sven2&amp;gt; So I build the bridge first, then when I press again I throw the flint&lt;br /&gt;
[20:43] &amp;lt;!Newton&amp;gt; *huh?&lt;br /&gt;
[20:43] &amp;lt;Zapper_&amp;gt; The secondary slot could just shift to the next item if the current item vanishs&lt;br /&gt;
[20:43] &amp;lt;Zapper_&amp;gt; would have the same effect&lt;br /&gt;
[20:43] &amp;lt;!PeterW&amp;gt; You mean that the Clonk is carrying both a loam and a flint in his right hand or something?&lt;br /&gt;
[20:43] &amp;lt;!Sven2&amp;gt; Well, that would be a workaround&lt;br /&gt;
[20:44] &amp;lt;!Mimmo_O&amp;gt; hm&lt;br /&gt;
[20:44] &amp;lt;Zapper_&amp;gt; a workaround that makes sense to the player %(&lt;br /&gt;
[20:44] &amp;lt;!Sven2&amp;gt; Yes. There would be only two slots (left+right mouse button). But both would be stackable&lt;br /&gt;
[20:44] &amp;lt;!Sven2&amp;gt; With as many items as you can carry&lt;br /&gt;
[20:44] &amp;lt;Zapper_&amp;gt; &amp;quot;You have three slots, but you have to stack items on one and then you leave the third empty, gogo!&amp;quot;&lt;br /&gt;
[20:44] &amp;lt;Zapper_&amp;gt; mh&lt;br /&gt;
[20:44] &amp;lt;!PeterW&amp;gt; This sounds more like you would have two scrollable inventories, CR-style&lt;br /&gt;
[20:44] &amp;lt;Ape&amp;gt; But how do you then swap the item on your stack?&lt;br /&gt;
[20:44] &amp;lt;!Newton&amp;gt; the not-selected item (the one in the mniddle) could swithc to the primary selected slot when the primary selected slot is empty&lt;br /&gt;
[20:45] &amp;lt;!Randrian&amp;gt; that would be a better idea I think.&lt;br /&gt;
[20:45] &amp;lt;!Randrian&amp;gt; then this strange stack idea&lt;br /&gt;
[20:45] &amp;lt;Anakonda&amp;gt; mouse scroll&lt;br /&gt;
[20:45] &amp;lt;!Sven2&amp;gt; Well, OK. But what if you dont want an item to shift there?&lt;br /&gt;
[20:45] &amp;lt;!Mimmo_O&amp;gt; yeh, id also like to talk about the scroll&lt;br /&gt;
[20:46] &amp;lt;!Mimmo_O&amp;gt; i think zooming should be ctrl / alt / shift + mousewheel&lt;br /&gt;
[20:46] &amp;lt;!Sven2&amp;gt; Like, you carry a flag and you don&#039;t want to use it for a while&lt;br /&gt;
[20:46] &amp;lt;!Mimmo_O&amp;gt; we could use the mousewheel for different things&lt;br /&gt;
[20:46] &amp;lt;!Randrian&amp;gt; then the actuall system should fit. (@flag)&lt;br /&gt;
[20:46] &amp;lt;!Sven2&amp;gt; The current system&lt;br /&gt;
[20:46] &amp;lt;!Randrian&amp;gt; I don&#039;t think it would be that usefull if you always have to stack the items manually&lt;br /&gt;
[20:46] &amp;lt;Nachtfalter&amp;gt; eg scrolling through the items@mousewheel&lt;br /&gt;
[20:47] &amp;lt;!Mimmo_O&amp;gt; or in/decreasing the power of an x-bow&lt;br /&gt;
[20:47] &amp;lt;Zapper_&amp;gt; Well, if only a free middle (or third slot) would make items jump around you could still set the HandB tot he other slot&lt;br /&gt;
[20:47] &amp;lt;!Mimmo_O&amp;gt; or catapult&lt;br /&gt;
[20:47] &amp;lt;!Randrian&amp;gt; then you have on additional click bevor using the iteams, instead of (as is it is now) after using the first&lt;br /&gt;
[20:47] &amp;lt;!PeterW&amp;gt; What I meant with &amp;quot;stacking&amp;quot; above is that if you have, say, three loam, the key for activating that loam should not change when you consume one.&lt;br /&gt;
[20:47] &amp;lt;!Sven2&amp;gt; That would be really weird to explain&lt;br /&gt;
[20:48] &amp;lt;!Sven2&amp;gt; Which brings me to another point: Maybe the left hand could always be the left slot, and the right hand always the right slot?&lt;br /&gt;
[20:48] &amp;lt;Zapper_&amp;gt; or objects jump only to slots _before_ their own slot&lt;br /&gt;
[20:48] &amp;lt;!Sven2&amp;gt; When you left-click an item, items just switch slots. But the slots remain&lt;br /&gt;
[20:48] &amp;lt;JCaesar&amp;gt; PeterW, very important.&lt;br /&gt;
[20:48] &amp;lt;!Mimmo_O&amp;gt; Sven2: i also thought about that&lt;br /&gt;
[20:48] &amp;lt;!Sven2&amp;gt; I guess a reasonable compromise would be if only items of the same type (or &amp;quot;class&amp;quot; or whatever) shift automatically&lt;br /&gt;
[20:48] &amp;lt;!Randrian&amp;gt; well Zappers Idea doenÄt sound that bad&lt;br /&gt;
[20:49] &amp;lt;Zapper_&amp;gt; or make another button for &amp;quot;swap middle slot with right hand&amp;quot;&lt;br /&gt;
[20:49] &amp;lt;!Sven2&amp;gt; It sounds much too complicated to me&lt;br /&gt;
[20:49] &amp;lt;Zapper_&amp;gt; I think that is least confusing for beginners&lt;br /&gt;
[20:49] &amp;lt;Zapper_&amp;gt; and enables pros to work at full speed!&lt;br /&gt;
[20:50] &amp;lt;!Randrian&amp;gt; well, is it fixed, we have _always_ exaclty three slots?&lt;br /&gt;
[20:50] &amp;lt;Zapper_&amp;gt; (in addition to fix the hands on the outer slots of course)&lt;br /&gt;
[20:50] &amp;lt;!Mimmo_O&amp;gt; would it be okay for you if we begin talking about goals for next week on 21:00?&lt;br /&gt;
[20:50] &amp;lt;!Sven2&amp;gt; Probably not&lt;br /&gt;
[20:50] &amp;lt;!Randrian&amp;gt; or should we leave open the possibility to have special Clonks with more&lt;br /&gt;
[20:50] &amp;lt;!Sven2&amp;gt; I&#039;m pretty sure there will be Clonks with more spare slots in the future. That&#039;s just how things go.&lt;br /&gt;
[20:50] &amp;lt;Ape&amp;gt; But do we really need to carry more than two items (yes, including tools when needed)?&lt;br /&gt;
[20:50] &amp;lt;Zapper_&amp;gt; Randrian, the button could also just shift the middle item(s) right&lt;br /&gt;
[20:50] &amp;lt;Zapper_&amp;gt; if you have three slots it would be a swap&lt;br /&gt;
[20:50] &amp;lt;Zapper_&amp;gt; if you have more it would be like scrolling&lt;br /&gt;
[20:50] &amp;lt;Zapper_&amp;gt; just not for the first slot&lt;br /&gt;
[20:50] &amp;lt;Zapper_&amp;gt; which is fixed&lt;br /&gt;
[20:51] &amp;lt;!PeterW&amp;gt; I&#039;m still not convinced the whole problem can&#039;t be avoided by having only two slots - or at least making one slot (&amp;quot;backpack?&amp;quot;) special.&lt;br /&gt;
[20:51] &amp;lt;Zapper_&amp;gt; peter, that&#039;s what I am talking about ;)&lt;br /&gt;
[20:51] &amp;lt;Zapper_&amp;gt; the hands would be fixed at the outer slots&lt;br /&gt;
[20:51] &amp;lt;Zapper_&amp;gt; the middle on would be the backpack&lt;br /&gt;
[20:51] &amp;lt;!Sven2&amp;gt; Yes. That&#039;s a seperate issue&lt;br /&gt;
[20:51] &amp;lt;Zapper_&amp;gt; and you&#039;d have a button &amp;quot;swap backpack with HandB&amp;quot;&lt;br /&gt;
[20:52] &amp;lt;Zapper_&amp;gt; or &amp;quot;shift backpack&amp;quot; (only through hand B)&lt;br /&gt;
[20:52] &amp;lt;Zapper_&amp;gt; (if you have more than three slots)&lt;br /&gt;
[20:52] &amp;lt;Zapper_&amp;gt; As I said: would be easiest for beginners (no confusing &amp;quot;OMG where did that loam come from&amp;quot;) and would enable experienced players to play fast&lt;br /&gt;
[20:52] &amp;lt;!Randrian&amp;gt; why not A? I would prefer A as the hand that is the actuall item and B the secondary (like shovel)&lt;br /&gt;
[20:52] &amp;lt;Zapper_&amp;gt; without throwing accidentally stuff around&lt;br /&gt;
[20:52] &amp;lt;!PeterW&amp;gt; Well, that&#039;s an awful lot of buttons...&lt;br /&gt;
[20:52] &amp;lt;Zapper_&amp;gt; Randrian, ok&lt;br /&gt;
[20:52] &amp;lt;!Sven2&amp;gt; Well. &amp;quot;Swap backpack with Hand A&amp;quot; is currently &amp;quot;Left click backpack&amp;quot;. Which is fine&lt;br /&gt;
[20:53] &amp;lt;Zapper_&amp;gt; its only 1 :&amp;lt;&lt;br /&gt;
[20:53] &amp;lt;!Randrian&amp;gt; well the one slot could be displayed aboud the others, or in another color&lt;br /&gt;
[20:53] &amp;lt;!Sven2&amp;gt; Or &amp;quot;2&amp;quot; I think&lt;br /&gt;
[20:53] &amp;lt;Zapper_&amp;gt; Sven, why is it too slow for your loam then?&lt;br /&gt;
[20:53] &amp;lt;!PeterW&amp;gt; &amp;quot;Swap left right&amp;quot; &amp;quot;Swap backpack left&amp;quot; &amp;quot;Swap backpack right&amp;quot;?&lt;br /&gt;
[20:53] &amp;lt;Zapper_&amp;gt; no, only right&lt;br /&gt;
[20:53] &amp;lt;Ape&amp;gt; The button should be middle mouse button, I think. That would swap the backpack item with left hand item&lt;br /&gt;
[20:53] &amp;lt;!Sven2&amp;gt; Because it&#039;s so unnecessary&lt;br /&gt;
[20:53] &amp;lt;Zapper_&amp;gt; if you want anything else you can still click the item&lt;br /&gt;
[20:53] &amp;lt;Zapper_&amp;gt; (will be faster than one hundred shits anyway)&lt;br /&gt;
[20:53] &amp;lt;!Mimmo_O&amp;gt; or we use the mousewheel for that&lt;br /&gt;
[20:53] &amp;lt;Zapper_&amp;gt; *shifts&lt;br /&gt;
[20:54] &amp;lt;Zapper_&amp;gt; &amp;lt;.&amp;lt;&lt;br /&gt;
[20:54] &amp;lt;!Sven2&amp;gt; I have neither mouse wheel nor middle button btw :(&lt;br /&gt;
[20:54] &amp;lt;!PeterW&amp;gt; Seconded :)&lt;br /&gt;
[20:54] &amp;lt;!Sven2&amp;gt; It&#039;s common to not have them on laptops, so I wouldn&#039;t make them crucial for gameplay&lt;br /&gt;
[20:55] &amp;lt;!PeterW&amp;gt; So Zapper&#039;s idea was that we only have one key to swap backpack to left hand (= right click?)?&lt;br /&gt;
[20:55] &amp;lt;!Newton&amp;gt; ehm, I need to throw something in: Imagine you are using a catapult. You can of course load the catapult like the bow via Drag and drop of an item of your inventory to the extraslot of the catapult&lt;br /&gt;
[20:56] &amp;lt;+occ&amp;gt; ben * 87f868b2aff0 src (197 files in 16 dirs): avoid lots of gcc warnings&lt;br /&gt;
[20:56] &amp;lt;Zapper_&amp;gt; my suggestion: make hands fixed at slots 1 and 3. Have a button &amp;quot;swap middle slot with slot 3&amp;quot;&lt;br /&gt;
[20:56] &amp;lt;!PeterW&amp;gt; How are you supposed to take an object into the main hand?&lt;br /&gt;
[20:56] &amp;lt;!Newton&amp;gt; but which item will the catapult use if the player doesnt do that?&lt;br /&gt;
[20:56] &amp;lt;!Newton&amp;gt; keep that in mind when you discuss about the inventory system&lt;br /&gt;
[20:56] &amp;lt;Zapper_&amp;gt; peter, you cann still click the item&lt;br /&gt;
[20:56] &amp;lt;Zapper_&amp;gt; or press one of the number buttons&lt;br /&gt;
[20:56] &amp;lt;Zapper_&amp;gt; like now&lt;br /&gt;
[20:56] &amp;lt;!Mimmo_O&amp;gt; 1&lt;br /&gt;
[20:56] &amp;lt;!PeterW&amp;gt; Which is nothing you want to do under time pressure&lt;br /&gt;
[20:57] &amp;lt;!Sven2&amp;gt; Yes. I&#039;m not against the whole idea of our current inventory system. I just tihnk, like Zapper, that left+right hand slots should be fixed&lt;br /&gt;
[20:57] &amp;lt;Zapper_&amp;gt; uh, peter&lt;br /&gt;
[20:57] &amp;lt;!PeterW&amp;gt; Well, which is somewhat okay, I suppose, since you would do it in preperation.&lt;br /&gt;
[20:57] &amp;lt;Zapper_&amp;gt; that is how it works in every game&lt;br /&gt;
[20:57] &amp;lt;Zapper_&amp;gt; be it (very fast) ego shooters or anything else&lt;br /&gt;
[20:57] &amp;lt;!Sven2&amp;gt; We can keep the current method of selecting left+right hand item. It&#039;s just a graphical issue of ordering items&lt;br /&gt;
[20:57] &amp;lt;!Sven2&amp;gt; Items can be reordered already. No need to reorder items AND hands&lt;br /&gt;
[20:57] &amp;lt;!Newton&amp;gt; Sven2: I didnt suppose that. However thats one point I didnt think about yet either&lt;br /&gt;
[20:57] &amp;lt;Ape&amp;gt; Maybe you could press two number buttons (like 1 and 2) and then it would swap the item between the slots (1 and 2)&lt;br /&gt;
[20:57] &amp;lt;Zapper_&amp;gt; ack, sven&lt;br /&gt;
[20:58] &amp;lt;Zapper_&amp;gt; ape, too confusing&lt;br /&gt;
[20:58] &amp;lt;!Sven2&amp;gt; When I reorder lefT+right hand, I always hink of my Clonk having arms crossed somehow ;)&lt;br /&gt;
[20:58] &amp;lt;!Newton&amp;gt; hehe&lt;br /&gt;
[20:58] &amp;lt;Ape&amp;gt; I agree with Sven&lt;br /&gt;
[20:58] &amp;lt;!Newton&amp;gt; so, whats the concept you agreed on?&lt;br /&gt;
[20:58] &amp;lt;!Newton&amp;gt; (I was afk)&lt;br /&gt;
[20:58] &amp;lt;!PeterW&amp;gt; We haven&#039;t really agreed on a whole lot, I fear ;)&lt;br /&gt;
[20:58] &amp;lt;Zapper_&amp;gt; first, make hands fixed&lt;br /&gt;
[20:58] &amp;lt;!Newton&amp;gt; oh&lt;br /&gt;
[20:58] &amp;lt;Zapper_&amp;gt; on slots 1 and 3 for example&lt;br /&gt;
[20:59] &amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
[20:59] &amp;lt;Zapper_&amp;gt; and my suggestion would to to basically leave it with this (plus maybe introducing a button to swap the middle slot with the handB&lt;br /&gt;
[20:59] &amp;lt;Zapper_&amp;gt; *would be&lt;br /&gt;
[20:59] &amp;lt;!Newton&amp;gt; and how do i use the one in the middle?&lt;br /&gt;
[20:59] &amp;lt;!Sven2&amp;gt; When you left-click slot 2 or press number 2, it switches that item with the left hand&lt;br /&gt;
[20:59] &amp;lt;!Newton&amp;gt; I see&lt;br /&gt;
[20:59] &amp;lt;Zapper_&amp;gt; newton, either shift+3 (or whatever) or swapbuttonofdoom+click&lt;br /&gt;
[20:59] &amp;lt;!Sven2&amp;gt; That would stay the same. It&#039;s just switch the item instead of the hand&lt;br /&gt;
[20:59] &amp;lt;!Newton&amp;gt; and if i click 1?&lt;br /&gt;
[20:59] &amp;lt;!Newton&amp;gt; or press 1&lt;br /&gt;
[20:59] &amp;lt;!Sven2&amp;gt; Well, nothing I guess?&lt;br /&gt;
[20:59] &amp;lt;Zapper_&amp;gt; nothing happens&lt;br /&gt;
[20:59] &amp;lt;!Newton&amp;gt; and if I press 3?&lt;br /&gt;
[21:00] &amp;lt;Zapper_&amp;gt; you swap the item on 1 with 3&lt;br /&gt;
[21:00] &amp;lt;!Sven2&amp;gt; If you left click it&lt;br /&gt;
[21:00] &amp;lt;!Newton&amp;gt; so the hotkeys are always &amp;quot;swithc with 1&amp;quot;&lt;br /&gt;
[21:00] &amp;lt;!Sven2&amp;gt; No&lt;br /&gt;
[21:00] &amp;lt;Zapper_&amp;gt; well&lt;br /&gt;
[21:00] &amp;lt;!Sven2&amp;gt; Oh, right&lt;br /&gt;
[21:00] &amp;lt;Zapper_&amp;gt; i&#039;d like to have shift+numbers for the other hand&lt;br /&gt;
[21:00] &amp;lt;!Newton&amp;gt; shift+num are used for crew selection, iirc&lt;br /&gt;
[21:01] &amp;lt;Zapper_&amp;gt; so my magic swap-with-backpack button would be shift+2&lt;br /&gt;
[21:01] &amp;lt;Zapper_&amp;gt; mh&lt;br /&gt;
[21:01] &amp;lt;Zapper_&amp;gt; you would need item selection faster than crew selection I think&lt;br /&gt;
[21:01] &amp;lt;Ape&amp;gt; I think it should be swap with backpack: 1 for left hand &amp;lt;-&amp;gt;backpack and 2 for right hand &amp;lt;-&amp;gt; backback&lt;br /&gt;
[21:01] &amp;lt;Zapper_&amp;gt; maybe one on shift and one on ctrl?&lt;br /&gt;
[21:01] &amp;lt;Zapper_&amp;gt; ape, how would you swap your hands then?&lt;br /&gt;
[21:01] &amp;lt;Zapper_&amp;gt; and what happens if you have 4 slots?&lt;br /&gt;
[21:01] &amp;lt;!Sven2&amp;gt; Well, pressing 2 would switch the middle to the left. Pressing 3 after that would switch left and right&lt;br /&gt;
[21:02] &amp;lt;!Newton&amp;gt; by the way, this is how I use the current system&lt;br /&gt;
[21:02] &amp;lt;!Sven2&amp;gt; So it&#039;s possible. It&#039;s just a bit weird that pressing 1 never ever does anything ;)&lt;br /&gt;
[21:02] &amp;lt;!Mimmo_O&amp;gt; i think 1: swap 1 with BP, 2: swap 1 and 3, 3: swap 3 with BP&lt;br /&gt;
[21:02] &amp;lt;!Newton&amp;gt; use the one in slot 1&lt;br /&gt;
[21:02] &amp;lt;Zapper_&amp;gt; still wouldnt work with four slots, sven&lt;br /&gt;
[21:02] &amp;lt;!Newton&amp;gt; press 2&lt;br /&gt;
[21:02] &amp;lt;!Newton&amp;gt; use the one in slot 2&lt;br /&gt;
[21:02] &amp;lt;Ape&amp;gt; Maybe we shouldn&#039;t ever have 4 slots, but maybe make the backpack stackable&lt;br /&gt;
[21:02] &amp;lt;Zapper_&amp;gt; newton, same for me&lt;br /&gt;
[21:02] &amp;lt;Anakonda&amp;gt; what about ctrl + num?&lt;br /&gt;
[21:02] &amp;lt;!PeterW&amp;gt; Hm, maybe 1 = switch left/right?&lt;br /&gt;
[21:03] &amp;lt;!Sven2&amp;gt; Mimmo_Os idea sounds nice imo&lt;br /&gt;
[21:03] &amp;lt;Zapper_&amp;gt; ctrl is harder to access than shift - but I would also say to have shift+number for the other hand (and put the crew selection to ctrÃ¶+number)&lt;br /&gt;
[21:03] &amp;lt;Zapper_&amp;gt; peter, imo yes&lt;br /&gt;
[21:03] &amp;lt;!PeterW&amp;gt; Heh, I think it&#039;s a bit hard to discuss right now with so many proposals going around :)&lt;br /&gt;
[21:03] &amp;lt;Zapper_&amp;gt; sven, mimmos system doesnt work with four slots&lt;br /&gt;
[21:04] &amp;lt;Zapper_&amp;gt; and i dont think we should agree on never making more than three slots possible already&lt;br /&gt;
[21:04] &amp;lt;!Sven2&amp;gt; Yes, that&#039;s a problem&lt;br /&gt;
[21:04] &amp;lt;Zapper_&amp;gt; I like my system (aka basically the current one)&lt;br /&gt;
[21:05] &amp;lt;!Sven2&amp;gt; Also, &amp;quot;Press the number of the item to use&amp;quot; is an easy concept&lt;br /&gt;
[21:05] &amp;lt;Zapper_&amp;gt; yepp&lt;br /&gt;
[21:05] &amp;lt;Ape&amp;gt; &amp;lt;Zapper_&amp;gt; ape, how would you swap your hands then? &amp;lt;--- Press keys 1,2,1&lt;br /&gt;
[21:05] &amp;lt;!Sven2&amp;gt; Depends on how often you need to switch the shovel&lt;br /&gt;
[21:05] &amp;lt;!PeterW&amp;gt; My current favorite would be to have the left-button slot always fixed on slot 1, the right hand moving across all other slots.&lt;br /&gt;
[21:05] &amp;lt;Zapper_&amp;gt; and shift+pressthenumber = use on hand b&lt;br /&gt;
[21:05] &amp;lt;Zapper_&amp;gt; sven, you could have a sword, a shield and a bow&lt;br /&gt;
[21:05] &amp;lt;!Newton&amp;gt; PeterW: something like this applies arleady now&lt;br /&gt;
[21:05] &amp;lt;!Newton&amp;gt; but now its the right slow&lt;br /&gt;
[21:05] &amp;lt;Zapper_&amp;gt; and want to fight wiith everything&lt;br /&gt;
[21:05] &amp;lt;!Sven2&amp;gt; Ye. Right slot fixed makes more sense imo&lt;br /&gt;
Session Close: Mon Jan 25 21:05:16 2010&lt;br /&gt;
&lt;br /&gt;
Session Start: Mon Jan 25 21:05:16 2010&lt;br /&gt;
Session Ident: #openclonk-dev&lt;br /&gt;
[21:05] * Disconnected&lt;br /&gt;
[21:05] * Attempting to rejoin channel #openclonk-dev&lt;br /&gt;
[21:05] * Rejoined channel #openclonk-dev&lt;br /&gt;
[21:05] * Topic is &#039;The OpenClonk development channel | Speak English here! | http://forum.openclonk.org�&#039;&lt;br /&gt;
[21:05] * Set by Newton on Tue Jan 19 15:40:25&lt;br /&gt;
[21:05] * ChanServ sets mode: +ao Mimmo_O Mimmo_O&lt;br /&gt;
[21:05] &amp;lt;!Newton&amp;gt; if the slot 3 is secondary-selected, you cant put your primary-selection on the slot 3 with pressing the hotkey. Only with the mouse&lt;br /&gt;
[21:05] &amp;lt;!Sven2&amp;gt; Well, that&#039;s the way things turned out during gameplay for me&lt;br /&gt;
[21:05] &amp;lt;Ape&amp;gt; Slots LBR (swap left and backpack) BLR (swap right and backpack) BRL (swap left and backpack) RBL&lt;br /&gt;
[21:05] &amp;lt;!PeterW&amp;gt; Well, whatever&lt;br /&gt;
[21:05] &amp;lt;Zapper_&amp;gt; and give the number keys not a &amp;quot;select&amp;quot; functionality but a &amp;quot;swap with hand&amp;quot; functionality&lt;br /&gt;
[21:06] &amp;lt;Matthi&amp;gt; Is the dev-meeting still underway?&lt;br /&gt;
[21:06] &amp;lt;!Sven2&amp;gt; I think we should just implement the &amp;quot;switch items instead of slots&amp;quot; first and keep the current number functionalities. Then see how it goes.&lt;br /&gt;
[21:06] &amp;lt;!PeterW&amp;gt; I&#039;d reason that the left mouse button is the one you&#039;d use more often. So it&#039;s the &amp;quot;hotkey&amp;quot; slot you prepare some often-used item into.&lt;br /&gt;
[21:06] &amp;lt;!Mimmo_O&amp;gt; Matthi: yes&lt;br /&gt;
[21:06] &amp;lt;!Mimmo_O&amp;gt; were discussing about item-slots&lt;br /&gt;
[21:06] &amp;lt;Zapper_&amp;gt; ack at sven&lt;br /&gt;
[21:06] &amp;lt;!Sven2&amp;gt; PeterW: The often-used items vary a lot&lt;br /&gt;
[21:06] &amp;lt;Zapper_&amp;gt; plus adding a shift+number key for the HandB&lt;br /&gt;
[21:06] * Luchs^away (~Luchs@bin.ein.raubkater.aufm.euirc.net) Quit (Ping timeout�)&lt;br /&gt;
[21:06] &amp;lt;!PeterW&amp;gt; Whereas the right-click slot is for using stuff from the backpack.&lt;br /&gt;
[21:07] &amp;lt;Zapper_&amp;gt; well what is the &amp;quot;backpack&amp;quot; when you have a shield a sword and a bow and want to use everything?&lt;br /&gt;
[21:07] &amp;lt;!Newton&amp;gt; Sven2: can you write your concept down into the forum? There seem to be some different ideas going on here, I lost the overview&lt;br /&gt;
[21:07] &amp;lt;!Sven2&amp;gt; Yes. I believe it would be mine+Zapper&#039;s&lt;br /&gt;
[21:07] &amp;lt;!PeterW&amp;gt; Plus we need stacking! :)&lt;br /&gt;
[21:07] &amp;lt;Zapper_&amp;gt; stacking sucks :&amp;lt;&lt;br /&gt;
[21:08] &amp;lt;!Sven2&amp;gt; I think that&#039;s a seperate issue we might solve later&lt;br /&gt;
[21:08] &amp;lt;Ape&amp;gt; The stacking should be only with the backpack slot and it should be scrollable&lt;br /&gt;
[21:08] * Luchs (~Luchs@bin.ein.raubkater.aufm.euirc.net) has joined #openclonk-dev&lt;br /&gt;
[21:08] &amp;lt;Zapper_&amp;gt; ok&lt;br /&gt;
[21:08] &amp;lt;!Mimmo_O&amp;gt; is the itemslot-discussion over then?&lt;br /&gt;
[21:08] &amp;lt;Zapper_&amp;gt; at sven&lt;br /&gt;
[21:08] &amp;lt;!PeterW&amp;gt; If I have three loam I don&#039;t want to have them distributed over three slots.&lt;br /&gt;
[21:08] &amp;lt;!Sven2&amp;gt; Maybe it&#039;s anough if we allow loam to stack&lt;br /&gt;
[21:08] &amp;lt;!Mimmo_O&amp;gt; seems it isnt&lt;br /&gt;
[21:08] &amp;lt;!PeterW&amp;gt; But yes, it&#039;s kind of a seperate issue.&lt;br /&gt;
[21:08] &amp;lt;!PeterW&amp;gt; For the record: I&#039;d have the other slots blocked then - so it&#039;s not really stacking as it is implemented right now.&lt;br /&gt;
[21:08] &amp;lt;Zapper_&amp;gt; so I will always bring 3 loam into fights to pin down an enemy to the ground? :o&lt;br /&gt;
[21:09] &amp;lt;Zapper_&amp;gt; mh&lt;br /&gt;
[21:09] &amp;lt;Zapper_&amp;gt; confusing!&lt;br /&gt;
[21:09] &amp;lt;!PeterW&amp;gt; Well, depends on the interface&lt;br /&gt;
[21:09] &amp;lt;Zapper_&amp;gt; nothing against the idea, but confusing!&lt;br /&gt;
[21:09] &amp;lt;Zapper_&amp;gt; I also think we should just fix the hands for now and see how it turns out&lt;br /&gt;
[21:09] &amp;lt;Zapper_&amp;gt; (or loam could always build until you stop clicking using every loam in your inventory)&lt;br /&gt;
[21:09] &amp;lt;!Newton&amp;gt; its not possible to throw stacked objects &amp;quot;einzeln&amp;quot;&lt;br /&gt;
[21:10] &amp;lt;!Newton&amp;gt; singely?&lt;br /&gt;
[21:10] &amp;lt;Zapper_&amp;gt; (with the loam loosing &amp;quot;weight&amp;quot; like the current crystal)&lt;br /&gt;
[21:10] &amp;lt;!Mimmo_O&amp;gt; each&lt;br /&gt;
[21:10] &amp;lt;!PeterW&amp;gt; one by one?&lt;br /&gt;
[21:10] &amp;lt;!Newton&amp;gt; right&lt;br /&gt;
[21:10] &amp;lt;Zapper_&amp;gt; would have the same effect as peters stack&lt;br /&gt;
[21:10] &amp;lt;!PeterW&amp;gt; Well, as I said: It&#039;s not really what you consider stacking right now.&lt;br /&gt;
[21:10] &amp;lt;!Newton&amp;gt; like arrows: you can only throw the whole arrow pack&lt;br /&gt;
[21:10] &amp;lt;Zapper_&amp;gt; just not use a different interface&lt;br /&gt;
[21:10] &amp;lt;!Mimmo_O&amp;gt; Zapper_: that would just cause a lot of mini-loams&lt;br /&gt;
[21:10] &amp;lt;!PeterW&amp;gt; Which might not always be what you want @ arrows&lt;br /&gt;
[21:10] &amp;lt;Zapper_&amp;gt; and?&lt;br /&gt;
[21:10] &amp;lt;!Mimmo_O&amp;gt; it was disturbing with the crystals in CR&lt;br /&gt;
[21:10] &amp;lt;Zapper_&amp;gt; mini loams could even break on hit&lt;br /&gt;
[21:11] &amp;lt;!Newton&amp;gt; loamball-fight!&lt;br /&gt;
[21:11] &amp;lt;!Newton&amp;gt; einseifen verboten!&lt;br /&gt;
[21:11] &amp;lt;Zapper_&amp;gt; or could fuse into one again when you collect two mini loams, I dont know&lt;br /&gt;
[21:11] &amp;lt;Zapper_&amp;gt; &amp;lt;.&amp;lt;&lt;br /&gt;
[21:12] &amp;lt;!Newton&amp;gt; ok, we are 12 minutes late, but still. Mimmo?&lt;br /&gt;
[21:12] &amp;lt;!Mimmo_O&amp;gt; is the itemslot-discussion over then?&lt;br /&gt;
[21:12] &amp;lt;!PeterW&amp;gt; Well, I guess we will have to test it either way.&lt;br /&gt;
[21:12] &amp;lt;!Newton&amp;gt; it should be continued in the forum at least&lt;br /&gt;
[21:12] &amp;lt;!Mimmo_O&amp;gt; Newton wanted to talk about the weapons-system in detail&lt;br /&gt;
[21:12] &amp;lt;!Newton&amp;gt; ah, right&lt;br /&gt;
[21:12] * Gurkenglas (~Gurkengla@euirc-f2af7a40.pools.arcor-ip.net) Quit (Connection reset by peer�)&lt;br /&gt;
[21:13] &amp;lt;!Mimmo_O&amp;gt; how long do you think it will take?&lt;br /&gt;
[21:13] &amp;lt;!Newton&amp;gt; depends&lt;br /&gt;
[21:13] &amp;lt;!Mimmo_O&amp;gt; we need to talk about goals for next week, tough&lt;br /&gt;
[21:13] &amp;lt;!Newton&amp;gt; 15min?&lt;br /&gt;
[21:13] &amp;lt;!Mimmo_O&amp;gt; ok&lt;br /&gt;
[21:13] &amp;lt;!Newton&amp;gt; okay, then we do that first&lt;br /&gt;
[21:13] &amp;lt;!Mimmo_O&amp;gt; if its okay for you&lt;br /&gt;
[21:13] &amp;lt;!Newton&amp;gt; I am not sure if this interests everyone&lt;br /&gt;
[21:13] &amp;lt;!Mimmo_O&amp;gt; so, what are your goals?&lt;br /&gt;
[21:14] &amp;lt;!PeterW&amp;gt; We could also have some building/base/whatever discussion in case there&#039;s still energy left for that ;)&lt;br /&gt;
[21:14] &amp;lt;!Mimmo_O&amp;gt; i think i will continue on the jar and boomshire&lt;br /&gt;
[21:14] &amp;lt;!Mimmo_O&amp;gt; PeterW: after the weapon-discussion&lt;br /&gt;
[21:14] &amp;lt;!Newton&amp;gt; well, I got two exams next week, so my goal is to pass them&lt;br /&gt;
[21:14] &amp;lt;!Mimmo_O&amp;gt; ck, Isilkor, Newton, PeterW, Randrian, Sven2, loriel ?&lt;br /&gt;
[21:14] &amp;lt;!Newton&amp;gt; not much space for clonk, there&lt;br /&gt;
[21:15] &amp;lt;!Randrian&amp;gt; well I&#039;ll continue with animatons&lt;br /&gt;
[21:15] &amp;lt;!ck&amp;gt; Just look at the bugtracker. In particular I want to get rid of the display problems.&lt;br /&gt;
[21:15] &amp;lt;!Newton&amp;gt; perhaps I do a little CSS stuff for the blog and will definitely give you guys accounts. Even if it must be on request&lt;br /&gt;
[21:15] &amp;lt;!Randrian&amp;gt; and have a try on the item carrying&lt;br /&gt;
[21:15] &amp;lt;loriel&amp;gt; My goals are to get more familiar with the engine source, but at no particular speed. And then handle isolated things on the bug tracker.&lt;br /&gt;
[21:15] &amp;lt;!PeterW&amp;gt; I&#039;ll continue working on the league scripts, which won&#039;t be directly visible here.&lt;br /&gt;
[21:16] &amp;lt;Zapper_&amp;gt; i dont have much time left&lt;br /&gt;
[21:16] &amp;lt;!PeterW&amp;gt; Maybe I&#039;ll start working on a base concept - I think that&#039;s what a lot of the remove-buildings-discussion actually boiled down to.&lt;br /&gt;
[21:16] &amp;lt;!ck&amp;gt; hm, what league scripts? Did I miss anything? :o&lt;br /&gt;
[21:16] &amp;lt;Zapper_&amp;gt; But I still think I should write the blog entry first (in which I hope to cover everything) and have that as a base for discussion&lt;br /&gt;
[21:16] &amp;lt;!Newton&amp;gt; I&#039;d be great if someone fixed those two bugs/feature requests: http://bugs.openclonk.org/view.php?id=83 http://bugs.openclonk.org/view.php?id=100&lt;br /&gt;
[21:17] &amp;lt;!PeterW&amp;gt; Just the old CR league. I&#039;m working on some changes.&lt;br /&gt;
[21:17] &amp;lt;!Mimmo_O&amp;gt; Zapper_: ich kann dir meine aufzeichnungen zukommen lassne, aber da steht nicht soooviel detailliertes drin&lt;br /&gt;
[21:17] &amp;lt;!ck&amp;gt; oh, ok&lt;br /&gt;
[21:17] &amp;lt;Zapper_&amp;gt; was that a MSG just now, Mimmo_O? my client is weird&lt;br /&gt;
[21:17] &amp;lt;Zapper_&amp;gt; peter, which client do you use on your mac?&lt;br /&gt;
[21:18] &amp;lt;!PeterW&amp;gt; X-Chat currently&lt;br /&gt;
[21:18] &amp;lt;Zapper_&amp;gt; mh&lt;br /&gt;
[21:18] &amp;lt;Ape&amp;gt; Do we have a master server? If not, what do we have to do to get one?&lt;br /&gt;
[21:18] &amp;lt;Zapper_&amp;gt; hire quit!&lt;br /&gt;
[21:18] &amp;lt;!Mimmo_O&amp;gt; Zapper_: it was a message to this channel&lt;br /&gt;
[21:18] &amp;lt;Zapper_&amp;gt; oh, okay&lt;br /&gt;
[21:18] &amp;lt;!Mimmo_O&amp;gt; plox not quit&lt;br /&gt;
[21:18] &amp;lt;Zapper_&amp;gt; just was confused because it was german&lt;br /&gt;
[21:18] &amp;lt;!Mimmo_O&amp;gt; the he has control about us&lt;br /&gt;
[21:19] &amp;lt;!Sven2&amp;gt; I&#039;ll be busy with the tutorial, fixing engine bugs on the way...&lt;br /&gt;
[21:19] &amp;lt;!Newton&amp;gt; Sven2: 83 and 100 perhaps? :&amp;gt;&lt;br /&gt;
[21:20] &amp;lt;!Sven2&amp;gt; I&#039;d rather fix messages :P&lt;br /&gt;
[21:20] &amp;lt;!Sven2&amp;gt; Btw: A simple master server would be really cool&lt;br /&gt;
[21:20] &amp;lt;!Newton&amp;gt; aw&lt;br /&gt;
[21:20] &amp;lt;!Sven2&amp;gt; Maybe Isilkor could host the CR league scripts?&lt;br /&gt;
[21:20] &amp;lt;!Newton&amp;gt; before we even got binaries?@simple master server&lt;br /&gt;
[21:20] &amp;lt;Ape&amp;gt; Newton: Why not?&lt;br /&gt;
[21:20] &amp;lt;!Sven2&amp;gt; It&#039;s just annoying having to type the IP for test games&lt;br /&gt;
[21:21] * !Randrian (~randrian@der.richard.im.euirc.net) Quit (Ping timeout�)&lt;br /&gt;
[21:21] &amp;lt;!Mimmo_O&amp;gt; yes&lt;br /&gt;
[21:21] &amp;lt;!PeterW&amp;gt; We could also try to somehow rig the current master server to accept OC games.&lt;br /&gt;
[21:21] &amp;lt;!Mimmo_O&amp;gt; becasue you are too lazy to press ctrl+c&lt;br /&gt;
[21:21] &amp;lt;!PeterW&amp;gt; That is, without checksum.&lt;br /&gt;
[21:21] &amp;lt;!Sven2&amp;gt; Mimmo was 84.143.151.193?&lt;br /&gt;
[21:21] &amp;lt;!Mimmo_O&amp;gt; not anymore&lt;br /&gt;
[21:22] &amp;lt;!PeterW&amp;gt; Maybe the hooligans won&#039;t strike as fast if there&#039;s no audience.&lt;br /&gt;
[21:22] &amp;lt;!Mimmo_O&amp;gt; 84.143 is okay&lt;br /&gt;
[21:22] &amp;lt;!Mimmo_O&amp;gt; rest is wrong&lt;br /&gt;
[21:22] &amp;lt;!Isilkor&amp;gt; Sven2: if it&#039;s just PHP, we can also put the scripts on the main webspace&lt;br /&gt;
[21:22] &amp;lt;!Isilkor&amp;gt; i.e., newton&#039;s&lt;br /&gt;
[21:23] &amp;lt;!Newton&amp;gt; ah&lt;br /&gt;
[21:23] &amp;lt;!Sven2&amp;gt; PHP+database I guess&lt;br /&gt;
[21:23] &amp;lt;!Newton&amp;gt; well, later&lt;br /&gt;
[21:23] &amp;lt;!Newton&amp;gt; but its possible, yeah&lt;br /&gt;
[21:23] &amp;lt;!Newton&amp;gt; got to go&lt;br /&gt;
[21:23] &amp;lt;Zapper_&amp;gt; I am off now!&lt;br /&gt;
[21:23] &amp;lt;Zapper_&amp;gt; bye!&lt;br /&gt;
[21:23] &amp;lt;!Sven2&amp;gt; It&#039;s not hard to set up. I have a test setup on my laptop&lt;br /&gt;
[21:23] * Zapper_ (~Zapper@euirc-4138e4c5.dip.t-dialin.net) Quit (Quit: Zapper_�)&lt;br /&gt;
[21:23] &amp;lt;!Newton&amp;gt; if someone needs a blog account, msg me&lt;br /&gt;
[21:23] &amp;lt;!Newton&amp;gt; here or via PM in the forum&lt;br /&gt;
[21:23] &amp;lt;!Sven2&amp;gt; OK&lt;br /&gt;
[21:24] &amp;lt;!Newton&amp;gt; Sven2: you can send me a message what i got to do for that&lt;br /&gt;
[21:24] -&amp;gt; *Newton* !!1&lt;br /&gt;
[21:24] &amp;lt;!Sven2&amp;gt; I think PeterW has access to the current scripts&lt;br /&gt;
[21:24] &amp;lt;!Sven2&amp;gt; My version is probably outdated&lt;br /&gt;
[21:24] &amp;lt;!PeterW&amp;gt; Obviously, yes.&lt;br /&gt;
[21:24] &amp;lt;Ape&amp;gt; Isn&#039;t the master server code open?&lt;br /&gt;
[21:24] &amp;lt;!PeterW&amp;gt; No&lt;br /&gt;
[21:25] &amp;lt;Ape&amp;gt; Well I shouldn&#039;t it be? If the game is open source, it would be certainly nice to host alternative servers?&lt;br /&gt;
[21:25] &amp;lt;Ape&amp;gt; -I&lt;br /&gt;
[21:25] &amp;lt;!PeterW&amp;gt; It&#039;s &amp;quot;secret&amp;quot; enough I had to ask for access&lt;br /&gt;
[21:25] &amp;lt;!Sven2&amp;gt; You can write an open source replacement if you want&lt;br /&gt;
[21:25] &amp;lt;!Sven2&amp;gt; I don&#039;t see why it &amp;quot;needs&amp;quot; to be open&lt;br /&gt;
[21:25] &amp;lt;!Isilkor&amp;gt; Well, I&#039;ve still to prepare some for university tomorrow, so I&#039;ll be gone now&lt;br /&gt;
[21:26] &amp;lt;!Isilkor&amp;gt; see you later&lt;br /&gt;
[21:26] &amp;lt;Ape&amp;gt; Well I can&#039;t see any reason why it should be closed&lt;br /&gt;
[21:26] &amp;lt;JCaesar&amp;gt; I think there are several(?) non-clonk.de implementations of the Masterserver.&lt;br /&gt;
[21:26] &amp;lt;!PeterW&amp;gt; Security reasons.&lt;br /&gt;
[21:26] &amp;lt;!ck&amp;gt; cya Isilkor &lt;br /&gt;
[21:26] &amp;lt;!Isilkor&amp;gt; Ape: matthes doesn&#039;t want the current scripts open, but maybe quit would supply his&lt;br /&gt;
[21:26] &amp;lt;!Sven2&amp;gt; Well, we have a finished implementation that&#039;s closed&lt;br /&gt;
[21:26] &amp;lt;Ape&amp;gt; PeterW: Isn&#039;t it just: Take a game entry, serve it to others&lt;br /&gt;
[21:27] &amp;lt;!PeterW&amp;gt; Well, no&lt;br /&gt;
[21:27] * Mortimer (~Mortimer@euirc-b32c6b3c.dip.t-dialin.net) has joined #openclonk-dev&lt;br /&gt;
[21:27] &amp;lt;Ape&amp;gt; And delete old entries, if they are not there anymore&lt;br /&gt;
[21:27] &amp;lt;JCaesar&amp;gt; Very basically spoken: yes.&lt;br /&gt;
[21:27] &amp;lt;Ape&amp;gt; What else there could be?&lt;br /&gt;
[21:28] &amp;lt;JCaesar&amp;gt; League?&lt;br /&gt;
[21:28] &amp;lt;Ape&amp;gt; Well, do we need a league anyway?&lt;br /&gt;
[21:28] &amp;lt;JCaesar&amp;gt; That&#039;s something you better don&#039;t ask.&lt;br /&gt;
[21:28] &amp;lt;!PeterW&amp;gt; The current leagues scripts are about 11K LOC&lt;br /&gt;
[21:29] &amp;lt;!Sven2&amp;gt; I just want to see test games without typing IPs. I don&#039;t care if it has league and I really don&#039;t care if it&#039;s Open Source&lt;br /&gt;
[21:29] &amp;lt;JCaesar&amp;gt; Is Quits MS still running?&lt;br /&gt;
[21:29] &amp;lt;!Sven2&amp;gt; That&#039;s like the &amp;quot;We shouldn&#039;t use DirectX because it&#039;s proprietary&amp;quot;-issue&lt;br /&gt;
[21:29] &amp;lt;!PeterW&amp;gt; Well, for now I do think we should get some simple-and-stupid server version up.&lt;br /&gt;
[21:29] &amp;lt;!Newton&amp;gt; afk&lt;br /&gt;
[21:30] &amp;lt;!PeterW&amp;gt; Having the whole league suite will be problematic on a lot of possible fronts.&lt;br /&gt;
[21:30] &amp;lt;Ape&amp;gt; Of course there is nothing wrong with having closed leagues, but there should be a open master server that just lists the games&lt;br /&gt;
[21:30] &amp;lt;!Sven2&amp;gt; Replicated servers like Quit&#039;s would probably work already, because they don&#039;t do the version check the official server does&lt;br /&gt;
[21:31] &amp;lt;!PeterW&amp;gt; Well, let&#039;s ask him?&lt;br /&gt;
[21:32] &amp;lt;!Sven2&amp;gt; Dunno. I still think we can as well use the scripting from clonk.de&lt;br /&gt;
[21:32] &amp;lt;!Sven2&amp;gt; Might have to ask matthes first&lt;br /&gt;
[21:33] &amp;lt;!PeterW&amp;gt; Well, I don&#039;t know whether he&#039;ll like the idea&lt;br /&gt;
[21:33] &amp;lt;!Sven2&amp;gt; We don&#039;t know about Quit either :P&lt;br /&gt;
[21:33] &amp;lt;!PeterW&amp;gt; Depending on how will host the scripts&lt;br /&gt;
[21:33] &amp;lt;!PeterW&amp;gt; He was pretty paranoid when I talked about exposing the admin interface&lt;br /&gt;
[21:34] &amp;lt;!Sven2&amp;gt; Advantage of the CR server is, we already have league scripting we might need later&lt;br /&gt;
[21:34] &amp;lt;JCaesar&amp;gt; Add an extra entry to the query, /league/server/unverified, showing unverified stuff to. Done! &lt;br /&gt;
[21:34] &amp;lt;!PeterW&amp;gt; Giving the whole code to an untrusted source is a /bit/ more problematic, as far as I&#039;m concerned.&lt;br /&gt;
[21:35] &amp;lt;JCaesar&amp;gt; What&#039;s so dangerous about giving away code? Is it bad-written?&lt;br /&gt;
[21:35] &amp;lt;!PeterW&amp;gt; source -&amp;gt; target , I suppose&lt;br /&gt;
[21:35] &amp;lt;!Sven2&amp;gt; Newton is untrusted?&lt;br /&gt;
[21:35] &amp;lt;!Mimmo_O&amp;gt; everyone from the internet is untrusted&lt;br /&gt;
[21:35] &amp;lt;JCaesar&amp;gt; None is trusted.&lt;br /&gt;
[21:35] &amp;lt;!PeterW&amp;gt; Well, I don&#039;t know what we are talking about exactly&lt;br /&gt;
[21:36] &amp;lt;!PeterW&amp;gt; But Ape talked about making the whole thing public, and that&#039;s out of question I think.&lt;br /&gt;
[21:36] * Cronos_ (~chatzilla@euirc-4138e4c5.dip.t-dialin.net) Quit (Broken pipe�)&lt;br /&gt;
[21:36] &amp;lt;!Sven2&amp;gt; Yes&lt;br /&gt;
[21:36] &amp;lt;!Sven2&amp;gt; I just thought about having a clonk.de replica running on openclonk.org&lt;br /&gt;
[21:36] * Randrian (~randrian@der.richard.im.euirc.net) has joined #openclonk-dev&lt;br /&gt;
[21:36] * ChanServ sets mode: +ao Randrian Randrian&lt;br /&gt;
[21:36] &amp;lt;!PeterW&amp;gt; &amp;lt;JCaesar&amp;gt; What&#039;s so dangerous about giving away code? Is it bad-written? &amp;lt;- Well, yes. It&#039;s PHP, after all.&lt;br /&gt;
[21:36] &amp;lt;Ape&amp;gt; I don&#039;t require the league things, but the main thing: listing games&lt;br /&gt;
[21:36] &amp;lt;!Newton&amp;gt; Quit wrote a masterserver, no? We can ask him if we can use his software&lt;br /&gt;
[21:36] &amp;lt;!Newton&amp;gt; if it runs on the openclonk-webspace&lt;br /&gt;
[21:37] &amp;lt;Luchs&amp;gt; it was PHP+MySQL, iirc&lt;br /&gt;
[21:37] &amp;lt;!PeterW&amp;gt; Plus in contrast to, say, the Clonk engine, we are putting matthes&#039; server at risk here&lt;br /&gt;
[21:37] &amp;lt;!Sven2&amp;gt; I didn&#039;t mean to publish it&lt;br /&gt;
[21:38] &amp;lt;!PeterW&amp;gt; I was replying to Caesar&lt;br /&gt;
[21:38] &amp;lt;Ape&amp;gt; Well, if it&#039;s so hard to use old code, maybe we should just rewrite the thing and make it public&lt;br /&gt;
[21:39] &amp;lt;JCaesar&amp;gt; Then there are several questions: In which language, and with the old or with a new protocoll?&lt;br /&gt;
[21:40] &amp;lt;Ape&amp;gt; If there is problems or space for improvement on the protocol, we could make a new one&lt;br /&gt;
[21:40] &amp;lt;Ape&amp;gt; But if it&#039;s perfect we should use it&lt;br /&gt;
[21:41] &amp;lt;loriel&amp;gt; JCaesar: In whatever language gets us something workiny by next week without messing with the engine :]&lt;br /&gt;
[21:41] &amp;lt;!PeterW&amp;gt; So to finish my point - it might not be that much of a problem if, say, Newton or another trusted person hosts the league scripts. On the other hand, I think we may lose flexibility if we copy the old league stuff. &lt;br /&gt;
[21:42] &amp;lt;!PeterW&amp;gt; If we get two diverging versions, things might get messy. Plus I don&#039;t really like the thought of having two league sytems running on two servers.&lt;br /&gt;
[21:43] &amp;lt;!Sven2&amp;gt; Yes. If we start developing more stuff for the server, we&#039;ll be in trouble because only &amp;quot;clonk.de trusted people&amp;quot; can edit the code&lt;br /&gt;
[21:43] &amp;lt;!PeterW&amp;gt; That&#039;s more of a personal reason, but I do still think that the league makes more sense with a registration process in the background - and then there&#039;d be no problem just having the whole thing on the clonk.de server&lt;br /&gt;
[21:43] &amp;lt;!PeterW&amp;gt; Yep&lt;br /&gt;
[21:43] &amp;lt;Ape&amp;gt; Maybe the game listing master server could be separated from the league system. The master server would just list the games and then the host could connect to a league server and send the corresponding data there&lt;br /&gt;
[21:44] &amp;lt;!Sven2&amp;gt; That would be the &amp;quot;use Quit&#039;s server&amp;quot;-option&lt;br /&gt;
[21:44] &amp;lt;JCaesar&amp;gt; We would have to keep two protocols then. And doing that without modifications to clonk.de would be hard.&lt;br /&gt;
[21:44] &amp;lt;loriel&amp;gt; Quit does not want to hand out his code.&lt;br /&gt;
[21:45] &amp;lt;JCaesar&amp;gt; Quit said, he uses parts of the clonk.de code...&lt;br /&gt;
[21:45] &amp;lt;!PeterW&amp;gt; Yeah, forgot he has parts from kk in there&lt;br /&gt;
[21:45] &amp;lt;!Sven2&amp;gt; Well, whatever. I&#039;m off to the movies.&lt;br /&gt;
[21:46] &amp;lt;!PeterW&amp;gt; Hmp. I guess I&#039;ll look into the matter of how complicated I&#039;d be to use the clonk.de server.&lt;br /&gt;
[21:47] &amp;lt;!PeterW&amp;gt; It&#039;s already prepared to service multiple games (CX legacy) so it should be possible. But probably not tested well.&lt;br /&gt;
[21:47] &amp;lt;Ape&amp;gt; I think we should use our own master server and league system. That would make us not dependent on clonk.de servers.&lt;br /&gt;
[21:47] * ck_ (~ck@euirc-e7d3013e.versanet.de) has joined #openclonk-dev&lt;br /&gt;
[21:48] &amp;lt;!PeterW&amp;gt; But instead dependent on some other guy&#039;s server?&lt;br /&gt;
[21:48] &amp;lt;Ape&amp;gt; Well we could write and new master server and make the code public, so that anybody can host their own servers&lt;br /&gt;
[21:48] &amp;lt;Ape&amp;gt; *write a new&lt;br /&gt;
[21:48] * !ck (~ck@88.130.218.euirc-d33e2215) Quit (Ping timeout�)&lt;br /&gt;
[21:48] &amp;lt;!PeterW&amp;gt; The whole point about the master server ist that there is only one... :)&lt;br /&gt;
[21:48] &amp;lt;!PeterW&amp;gt; -t&lt;br /&gt;
[21:50] &amp;lt;loriel&amp;gt; But it is an open server now!&lt;br /&gt;
[21:50] &amp;lt;!PeterW&amp;gt; Plus it should have become clear that I don&#039;t really believe open source is a good idea in this case.&lt;br /&gt;
[21:51] &amp;lt;!PeterW&amp;gt; Well, clonk.de is already open in that you can use it without registration.&lt;br /&gt;
[21:52] &amp;lt;!PeterW&amp;gt; The only problem is that the code is now open so we can&#039;t do our simple newbie fake-protection trick.&lt;br /&gt;
[21:52] &amp;lt;!PeterW&amp;gt; (the engine code, that is.)&lt;br /&gt;
[21:52] &amp;lt;JCaesar&amp;gt; Then we should add the possibillity to add multiple ones.&lt;br /&gt;
[21:52] &amp;lt;JCaesar&amp;gt; @masterservers, if there is only one.&lt;br /&gt;
[21:53] &amp;lt;!PeterW&amp;gt; Then it&#039;s not really a master server anymore, now is it?&lt;br /&gt;
[21:53] &amp;lt;loriel&amp;gt; So?&lt;br /&gt;
[21:54] &amp;lt;JCaesar&amp;gt; I dunno. Thats too much of a theoretical question.&lt;br /&gt;
[21:54] &amp;lt;loriel&amp;gt; I see nothing wrong with the idea of hosting a seprate master server for, say, a cm&lt;br /&gt;
[21:54] &amp;lt;loriel&amp;gt; on a local network&lt;br /&gt;
[21:54] &amp;lt;!PeterW&amp;gt; I mean, don&#039;t we replace manually managing host IPs with manually managing a master host list? :)&lt;br /&gt;
[21:54] &amp;lt;Ape&amp;gt; To bring to a head, does it even have to be a master server? It could be a decentralized game list distribution system&lt;br /&gt;
[21:54] &amp;lt;loriel&amp;gt; Ideally master servers would change less.&lt;br /&gt;
[21:55] &amp;lt;!PeterW&amp;gt; Local networks already work fine without a server.&lt;br /&gt;
[21:55] &amp;lt;JCaesar&amp;gt; Ape, thought about that too, but it&#039;s much too complex.&lt;br /&gt;
[21:55] &amp;lt;loriel&amp;gt; Ape: How would the decentralised nodes get into contact in the first place?&lt;br /&gt;
[21:55] &amp;lt;!PeterW&amp;gt; I don&#039;t think we have enough nodes to run Kademlia ;)&lt;br /&gt;
[21:55] &amp;lt;JCaesar&amp;gt; Masterserver!&lt;br /&gt;
[21:55] &amp;lt;ck_&amp;gt; Let&#039;s use Jabber. Anyone up for writing an XEP? :)&lt;br /&gt;
[21:56] &amp;lt;Ape&amp;gt; Of course it doesn&#039;t have to be really decentralized so that every client is a master server :P But we could have few running master servers and possibility to anybody to host their own&lt;br /&gt;
[21:59] &amp;lt;JCaesar&amp;gt; And a Masterserver would expose all the others, so they would add themselves automatically, balance the load and avoid periods where players are lost because one server is down. Sounds nice...&lt;br /&gt;
[22:00] &amp;lt;!PeterW&amp;gt; &amp;quot;Nice&amp;quot; in the sense of &amp;quot;overly complicated&amp;quot;, yes. I still don&#039;t see why we need more than one server.&lt;br /&gt;
[22:00] &amp;lt;JCaesar&amp;gt; You got the point. :P&lt;br /&gt;
[22:00] &amp;lt;Ape&amp;gt; PeterW: Just because we can&lt;br /&gt;
[22:01] &amp;lt;JCaesar&amp;gt; And it&#039;s free. Who wants to do it?&lt;br /&gt;
[22:01] &amp;lt;loriel&amp;gt; Can we change the protocol to json, at least?&lt;br /&gt;
[22:02] &amp;lt;!PeterW&amp;gt; Just because you think it&#039;d be fun to run a server for a few minutes, lure some players on it until they realize there&#039;s nobody there and leave?&lt;br /&gt;
[22:02] &amp;lt;JCaesar&amp;gt; Why json? I don&#039;t like that funny ini-Style either, but json... :/&lt;br /&gt;
[22:02] &amp;lt;loriel&amp;gt; JCaesar: It seems reasonably close to the ini style&lt;br /&gt;
[22:03] &amp;lt;loriel&amp;gt; and is somewhat &amp;quot;standard&amp;quot;&lt;br /&gt;
[22:03] &amp;lt;!PeterW&amp;gt; I don&#039;t think that&#039;s enough fun to outweight the security and redevelopment costs.&lt;br /&gt;
[22:03] &amp;lt;ck_&amp;gt; What&#039;s the problem with the current protocol?&lt;br /&gt;
[22:03] &amp;lt;Ape&amp;gt; Well the worst case is that clonk.de servers are closed down, they don&#039;t want to host it for OC, or that they require registrations etc&lt;br /&gt;
[22:03] &amp;lt;loriel&amp;gt; ck_: It is strange :}&lt;br /&gt;
[22:04] &amp;lt;JCaesar&amp;gt; And overblown.&lt;br /&gt;
[22:04] &amp;lt;ck_&amp;gt; We can still write our own if that happens, Ape&lt;br /&gt;
[22:04] &amp;lt;!PeterW&amp;gt; Well, I&#039;m all about keeping registration, so you&#039;re talking to the wrong guy,&lt;br /&gt;
[22:04] &amp;lt;JCaesar&amp;gt; We don&#039;t need to transmit the ressources and the Player colors in advance, do we?&lt;br /&gt;
[22:05] &amp;lt;ck_&amp;gt; Normally XML is said to be bloated, but the .ini-style stuff is actually pretty simple no :o?&lt;br /&gt;
[22:05] &amp;lt;loriel&amp;gt; .init-style is okay, but *indented* .ini-style?&lt;br /&gt;
[22:05] &amp;lt;loriel&amp;gt; -t&lt;br /&gt;
[22:05] &amp;lt;!PeterW&amp;gt; It was the easiest extension I could think of that would allow recursive data structures.&lt;br /&gt;
[22:05] &amp;lt;!PeterW&amp;gt; What would you have done?&lt;br /&gt;
[22:05] &amp;lt;Ape&amp;gt; XML?&lt;br /&gt;
[22:06] &amp;lt;loriel&amp;gt; xml, json, something with some sort of delimeters instead of indentation&lt;br /&gt;
[22:06] &amp;lt;JCaesar&amp;gt; [/Player] !11&lt;br /&gt;
[22:06] &amp;lt;Ape&amp;gt; (It has overhead, but it&#039;s easier to use)&lt;br /&gt;
[22:06] &amp;lt;!PeterW&amp;gt; Yeah, we did that a few years ago. No thanks. @ XML&lt;br /&gt;
[22:06] &amp;lt;!PeterW&amp;gt; Well&lt;br /&gt;
[22:07] &amp;lt;loriel&amp;gt; I am not saying there is something technically wrong with it :)&lt;br /&gt;
[22:07] &amp;lt;!PeterW&amp;gt; The point is, everybody&#039;s free to write a new StdCompiler. I just used the existing StdCompiler used for game data to write references.&lt;br /&gt;
[22:07] &amp;lt;!PeterW&amp;gt; If we have a new StdCompiler, it&#039;s easy to make the engine output the new format. We can even switch freely back and forth.&lt;br /&gt;
[22:10] * Ape (~ape@88.193.0.euirc-fdc0a58a) Quit (Client exited�)&lt;br /&gt;
[22:11] &amp;lt;!PeterW&amp;gt; Just so I don&#039;t end of choking this discussion: An argument in favor of using something else is that the current INI stuff doesn&#039;t properly support Unicode and Encodings, as far as I know.&lt;br /&gt;
[22:11] &amp;lt;!PeterW&amp;gt; (= if someone hasn&#039;t changed that by now)&lt;br /&gt;
[22:11] &amp;lt;loriel&amp;gt; Feel free to choke the discussion, it is really besides the point, anyway :)&lt;br /&gt;
[22:11] &amp;lt;!PeterW&amp;gt; + grammar, getting tired :)&lt;br /&gt;
[22:13] * B_E is now known as b_e&lt;br /&gt;
[22:14] &amp;lt;!PeterW&amp;gt; Too tired to discuss buildings, actually. Afk for now.&lt;br /&gt;
[22:17] &amp;lt;JCaesar&amp;gt; http://forum.openclonk.org/topic_show.pl?pid=4407&lt;br /&gt;
[22:18] &amp;lt;!Mimmo_O&amp;gt; i will go off now&lt;br /&gt;
[22:18] &amp;lt;!Mimmo_O&amp;gt; will anyone bring the logs in the forums?&lt;br /&gt;
[22:19] * Nachtfalter (nachtfalt@217.72.213.euirc-961f5eff) has left #openclonk-dev&lt;br /&gt;
[22:20] &amp;lt;!Mimmo_O&amp;gt; or is every discussion here at the end, PeterW, loriel?&lt;br /&gt;
[22:20] &amp;lt;loriel&amp;gt; I think we are done :)&lt;br /&gt;
[22:20] &amp;lt;ck_&amp;gt; I can upload the logs even though I got disconnected once&lt;br /&gt;
[22:21] &amp;lt;!Mimmo_O&amp;gt; if its at the end, i can also do it&lt;br /&gt;
[22:21] &amp;lt;ck_&amp;gt; great, please do :)&lt;br /&gt;
[22:21] &amp;lt;!Mimmo_O&amp;gt; sure&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=296</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=296"/>
		<updated>2010-01-25T21:38:50Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Put today&amp;#039;s meeting into the same table as the one from last week&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== 2010-02-01 ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=290</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=290"/>
		<updated>2010-01-20T19:22:48Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet every Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== 2010-01-25 ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!IRC Logs&lt;br /&gt;
!Misc&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=287</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=287"/>
		<updated>2010-01-19T16:37:30Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Added page for IRC meetings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Developer IRC Meeting ==&lt;br /&gt;
&lt;br /&gt;
We meet each Monday at 19:00 CET in [irc://irc.euirc.net/openclonk-dev/ #openclonk-dev] on irc.euirc.net.&lt;br /&gt;
&lt;br /&gt;
== Future meetings ==&lt;br /&gt;
&lt;br /&gt;
=== 2010-01-25 ===&lt;br /&gt;
* Status updates&lt;br /&gt;
* Your agenda point goes here&lt;br /&gt;
&lt;br /&gt;
== Past meetings ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; border: 1px solid black;&amp;quot; border=1 cellpadding=2&lt;br /&gt;
!Date&lt;br /&gt;
!Logs&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]] [[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|Minutes (TODO?)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100118-gobby&amp;diff=286</id>
		<title>IRCMeeting/20100118-gobby</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100118-gobby&amp;diff=286"/>
		<updated>2010-01-19T16:35:36Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Added Gobby logo from yesterday&amp;#039;s meeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;[09:24:09 PM] Lykanthrop has created a new document: Ideas&lt;br /&gt;
[09:24:43 PM] &amp;lt;Newton&amp;gt; missing: Sven, Randrian, Zapper&lt;br /&gt;
[09:25:02 PM] Randrian has joined&lt;br /&gt;
[09:25:17 PM] &amp;lt;Newton&amp;gt; ah, and Maikel&lt;br /&gt;
[09:26:35 PM] Lykanthrop has created a new document: Goals&lt;br /&gt;
[09:27:11 PM] &amp;lt;Lykanthrop&amp;gt; btw, me is mimmo&lt;br /&gt;
[09:28:04 PM] Maikel has joined&lt;br /&gt;
[09:28:37 PM] Randrian has left&lt;br /&gt;
[09:28:53 PM] Sven2 has joined&lt;br /&gt;
[09:29:20 PM] smw has joined&lt;br /&gt;
[09:29:48 PM] Randrian has joined&lt;br /&gt;
[09:30:17 PM] smw has left&lt;br /&gt;
[09:30:23 PM] Sven2 has left&lt;br /&gt;
[09:30:29 PM] Sven2 has joined&lt;br /&gt;
[09:30:36 PM] &amp;lt;Newton&amp;gt; I&#039;ll post the actual todos in Main&lt;br /&gt;
[09:31:00 PM] &amp;lt;Newton&amp;gt; e.g. what Mimmo (&amp;quot;lykanthrop&amp;quot;) said about scenarios&lt;br /&gt;
[09:31:59 PM] Sven2 has left&lt;br /&gt;
[09:33:32 PM] Sven2 has joined&lt;br /&gt;
[09:33:48 PM] &amp;lt;Newton&amp;gt; did you change something sven?&lt;br /&gt;
[09:33:53 PM] &amp;lt;Newton&amp;gt; i hear nothing of you&lt;br /&gt;
[09:33:56 PM] &amp;lt;Newton&amp;gt; *from&lt;br /&gt;
[09:34:05 PM] Sven2 has left&lt;br /&gt;
[09:37:35 PM] Sven2 has joined&lt;br /&gt;
[09:37:39 PM] &amp;lt;Sven2&amp;gt; test&lt;br /&gt;
[09:37:49 PM] &amp;lt;ck&amp;gt; retest&lt;br /&gt;
[09:37:54 PM] &amp;lt;Lykanthrop&amp;gt; ping&lt;br /&gt;
[09:42:16 PM] &amp;lt;Sven2&amp;gt; [21:42:25] &amp;lt;Sven2&amp;gt; Hm. Have to leave for the cinema now&lt;br /&gt;
[09:42:33 PM] &amp;lt;Sven2&amp;gt; Cya then&lt;br /&gt;
[09:42:36 PM] &amp;lt;ck&amp;gt; cu&lt;br /&gt;
[09:42:54 PM] &amp;lt;ck&amp;gt; have fun ;)&lt;br /&gt;
[09:43:48 PM] &amp;lt;Maikel&amp;gt; bye&lt;br /&gt;
[09:47:49 PM] &amp;lt;Newton&amp;gt; so does the race already work with teams?&lt;br /&gt;
[09:47:55 PM] &amp;lt;Maikel&amp;gt; I check&lt;br /&gt;
[09:47:56 PM] &amp;lt;Newton&amp;gt; sven took the race-thing from CR&lt;br /&gt;
[09:48:03 PM] &amp;lt;Newton&amp;gt; oh no wait&lt;br /&gt;
[09:48:09 PM] &amp;lt;Newton&amp;gt; i edited it myself. It works with teams&lt;br /&gt;
[09:48:13 PM] &amp;lt;Ape&amp;gt; How does the team play on race work?&lt;br /&gt;
[09:48:27 PM] &amp;lt;Newton&amp;gt; I think the first of one team counts&lt;br /&gt;
[09:48:36 PM] &amp;lt;Newton&amp;gt; so if anybody of your team reaches the goal, you win&lt;br /&gt;
[09:48:46 PM] &amp;lt;Maikel&amp;gt; Yes that&#039;s good&lt;br /&gt;
[09:48:58 PM] &amp;lt;Maikel&amp;gt; So not the weakest link aproach&lt;br /&gt;
[09:50:18 PM] &amp;lt;Ape&amp;gt; Well it would be boring for the members of the team to wait for the others&lt;br /&gt;
[09:50:48 PM] &amp;lt;Ape&amp;gt; Except, if it&#039;s something like king of the hill where you have to keep the enemies away until your whole team makes it there&lt;br /&gt;
[09:52:56 PM] &amp;lt;ck&amp;gt; Newton: Have you noted that Isilkor talked to you on IRC?&lt;br /&gt;
[09:53:02 PM] &amp;lt;Newton&amp;gt; no&lt;br /&gt;
[09:53:32 PM] &amp;lt;Newton&amp;gt; brb&lt;br /&gt;
[09:55:12 PM] &amp;lt;Ape&amp;gt; I have to go&lt;br /&gt;
[09:55:18 PM] &amp;lt;Newton&amp;gt; cu&lt;br /&gt;
[09:55:19 PM] &amp;lt;Ape&amp;gt; cu&lt;br /&gt;
[09:55:22 PM] &amp;lt;ck&amp;gt; So I guess we need to make some cuts for stuff to be able to finish by the timeframe we set...&lt;br /&gt;
[09:55:22 PM] &amp;lt;Lykanthrop&amp;gt; cu&lt;br /&gt;
[09:55:28 PM] &amp;lt;ck&amp;gt; bye, Ape&lt;br /&gt;
[09:55:31 PM] &amp;lt;Newton&amp;gt; yes&lt;br /&gt;
[09:55:34 PM] &amp;lt;Maikel&amp;gt; bye&lt;br /&gt;
[09:55:38 PM] Ape has left&lt;br /&gt;
[09:55:54 PM] &amp;lt;Newton&amp;gt; lets discuss this in a little more moderated matter&lt;br /&gt;
[09:55:56 PM] &amp;lt;Newton&amp;gt; first, goals&lt;br /&gt;
[09:56:11 PM] &amp;lt;Maikel&amp;gt; ok&lt;br /&gt;
[09:56:13 PM] &amp;lt;Newton&amp;gt; two goals have been mentioned in the goal we set until OCM already&lt;br /&gt;
[09:56:17 PM] &amp;lt;Newton&amp;gt; parcour and melee&lt;br /&gt;
[09:56:27 PM] &amp;lt;Maikel&amp;gt; Deathmatch isn&#039;t needed, or?&lt;br /&gt;
[09:56:36 PM] &amp;lt;Newton&amp;gt; thats what i think too&lt;br /&gt;
[09:56:44 PM] &amp;lt;ck&amp;gt; What&#039;s the difference between Deathmatch and melee?&lt;br /&gt;
[09:56:44 PM] &amp;lt;Maikel&amp;gt; *del&lt;br /&gt;
[09:56:56 PM] &amp;lt;Maikel&amp;gt; getting kills, and statying alive&lt;br /&gt;
[09:57:03 PM] &amp;lt;ck&amp;gt; OK&lt;br /&gt;
[09:58:04 PM] &amp;lt;Newton&amp;gt; well, how the melee works with teams&lt;br /&gt;
[09:58:09 PM] &amp;lt;Maikel&amp;gt; I delete deathmatch&lt;br /&gt;
[09:59:09 PM] &amp;lt;ck&amp;gt; I think I misunderstood the term &amp;quot;Goals&amp;quot; all the time... I was thinking of development goals (like milestones) rather than goals for the game... ;)&lt;br /&gt;
[09:59:40 PM] &amp;lt;Maikel&amp;gt; the development goal is to have something playable before the CM&lt;br /&gt;
[10:00:12 PM] &amp;lt;ck&amp;gt; sure, but there might be &amp;quot;intermediate&amp;quot; goals/tasks&lt;br /&gt;
[10:00:41 PM] &amp;lt;ck&amp;gt; So maybe what Newton wants to put into Main now :)&lt;br /&gt;
[10:01:47 PM] &amp;lt;Newton&amp;gt; okay, nxt&lt;br /&gt;
[10:01:58 PM] &amp;lt;Newton&amp;gt; hmm, tutorial scenario&lt;br /&gt;
[10:01:59 PM] &amp;lt;Newton&amp;gt; nice idea&lt;br /&gt;
[10:02:09 PM] &amp;lt;Newton&amp;gt; but might be a bit more work&lt;br /&gt;
[10:02:24 PM] &amp;lt;ck&amp;gt; maybe also requires the custom dialog stuff first&lt;br /&gt;
[10:02:25 PM] &amp;lt;Newton&amp;gt; still I think it is important for a first release&lt;br /&gt;
[10:02:39 PM] Randrian has left&lt;br /&gt;
[10:02:51 PM] &amp;lt;Newton&amp;gt; well, the stuff with buildings is not implemented yet, so the tutorial will not cover it naturally&lt;br /&gt;
[10:02:54 PM] &amp;lt;Newton&amp;gt; its just the mouse controls&lt;br /&gt;
[10:02:59 PM] &amp;lt;Lykanthrop&amp;gt; heyo, we forgot about the spear in &amp;quot;Weapons&amp;quot;&lt;br /&gt;
[10:04:04 PM] &amp;lt;ck&amp;gt; Ah. I meant for displaying instructions or similar&lt;br /&gt;
[10:04:18 PM] &amp;lt;Newton&amp;gt; there is the MessageBox or what it is called&lt;br /&gt;
[10:04:25 PM] &amp;lt;Newton&amp;gt; I hope it still works&lt;br /&gt;
[10:04:41 PM] &amp;lt;Newton&amp;gt; next&lt;br /&gt;
[10:04:48 PM] &amp;lt;Newton&amp;gt; hmm, objects&lt;br /&gt;
[10:04:51 PM] &amp;lt;ck&amp;gt; hm, ok&lt;br /&gt;
[10:05:06 PM] &amp;lt;Maikel&amp;gt; One flint, ok?&lt;br /&gt;
[10:05:08 PM] &amp;lt;Newton&amp;gt; well, we need some tools too with which one can get through the landscape&lt;br /&gt;
[10:05:41 PM] &amp;lt;Newton&amp;gt; a climbing hook might be too much work&lt;br /&gt;
[10:06:00 PM] &amp;lt;Newton&amp;gt; ringwaul had a nice idea with this &amp;quot;flying rock&amp;quot;&lt;br /&gt;
[10:06:11 PM] &amp;lt;Maikel&amp;gt; a what?&lt;br /&gt;
[10:06:16 PM] &amp;lt;Newton&amp;gt; an item that you could use and that catapults you in the direction of where you point your mouse&lt;br /&gt;
[10:06:26 PM] &amp;lt;Lykanthrop&amp;gt; catapult?&lt;br /&gt;
[10:06:39 PM] &amp;lt;Newton&amp;gt; no it actually flies you... like superman&lt;br /&gt;
[10:06:54 PM] &amp;lt;ck&amp;gt; o_O&lt;br /&gt;
[10:07:05 PM] &amp;lt;Lykanthrop&amp;gt; i dont like cheateritems&lt;br /&gt;
[10:07:11 PM] &amp;lt;Newton&amp;gt; I thought, perhaps we could have an object where the same works but only for one second or so&lt;br /&gt;
[10:07:16 PM] &amp;lt;Newton&amp;gt; some booster-pack&lt;br /&gt;
[10:07:26 PM] Randrian has joined&lt;br /&gt;
[10:07:27 PM] &amp;lt;Newton&amp;gt; this would be pretty much the same as some kind of tera.jump&lt;br /&gt;
[10:07:59 PM] &amp;lt;Newton&amp;gt; hm, anyway&lt;br /&gt;
[10:08:07 PM] &amp;lt;Newton&amp;gt; does not make sense to concept it all out&lt;br /&gt;
[10:08:42 PM] &amp;lt;Newton&amp;gt; fact is, we need some items that enable the clonk to overcome obstacles&lt;br /&gt;
[10:08:50 PM] &amp;lt;Newton&amp;gt; and some items with which he can fight&lt;br /&gt;
[10:08:57 PM] &amp;lt;Newton&amp;gt; and thats what Ill write down&lt;br /&gt;
[10:09:00 PM] &amp;lt;Lykanthrop&amp;gt; loam and flints&lt;br /&gt;
[10:09:09 PM] &amp;lt;Newton&amp;gt; the rest is up to the people who have the ideas&lt;br /&gt;
[10:09:37 PM] &amp;lt;ck&amp;gt; hm yeah, some kind of jetpack might be fun&lt;br /&gt;
[10:09:43 PM] &amp;lt;Maikel&amp;gt; rather those wo make it&lt;br /&gt;
[10:09:48 PM] &amp;lt;Maikel&amp;gt; h&lt;br /&gt;
[10:09:50 PM] &amp;lt;Lykanthrop&amp;gt; do particles already work?&lt;br /&gt;
[10:09:53 PM] &amp;lt;Newton&amp;gt; and to script this, is not much work&lt;br /&gt;
[10:10:05 PM] &amp;lt;Newton&amp;gt; so if it is not that fitting, we can put it out again after the OCM release&lt;br /&gt;
[10:10:12 PM] &amp;lt;Newton&amp;gt; of course@paticles&lt;br /&gt;
[10:10:34 PM] &amp;lt;Lykanthrop&amp;gt; i think ill try to script a simple projectile-spell next days when i have nothing to do&lt;br /&gt;
[10:10:42 PM] &amp;lt;Newton&amp;gt; there are no spell yet&lt;br /&gt;
[10:10:44 PM] &amp;lt;Newton&amp;gt; +s&lt;br /&gt;
[10:10:53 PM] &amp;lt;Newton&amp;gt; better you make an item which does the exact &amp;quot;spell&amp;quot;&lt;br /&gt;
[10:10:58 PM] &amp;lt;Newton&amp;gt; like a staff ;-)&lt;br /&gt;
[10:10:59 PM] &amp;lt;ck&amp;gt; uhm. let&#039;s leave magic out for now, OK?&lt;br /&gt;
[10:11:09 PM] &amp;lt;Newton&amp;gt; yes, thats what i said&lt;br /&gt;
[10:11:12 PM] &amp;lt;Maikel&amp;gt; yes&lt;br /&gt;
[10:11:20 PM] &amp;lt;Lykanthrop&amp;gt; yes, sure&lt;br /&gt;
[10:11:28 PM] &amp;lt;Newton&amp;gt; if Mimmo wants to build some cool item which has a certain effect, he can do so&lt;br /&gt;
[10:11:45 PM] &amp;lt;Newton&amp;gt; how it works, who knows. Perhaps its magic, perhaps not - at least its not involving some magic system&lt;br /&gt;
[10:11:57 PM] &amp;lt;Lykanthrop&amp;gt; well see!&lt;br /&gt;
[10:12:08 PM] &amp;lt;ck&amp;gt; I agree.&lt;br /&gt;
[10:12:14 PM] &amp;lt;Lykanthrop&amp;gt; i need to figure out how this mousecontroll works etc&lt;br /&gt;
[10:12:39 PM] &amp;lt;ck&amp;gt; should be easy to do by having a look at e.g. the loam&lt;br /&gt;
[10:12:49 PM] &amp;lt;Lykanthrop&amp;gt; ye&lt;br /&gt;
[10:13:20 PM] &amp;lt;Newton&amp;gt; which is a bit bugged at the moment&lt;br /&gt;
[10:13:47 PM] &amp;lt;ck&amp;gt; since it draws on top of all other materials, or is there another problem?&lt;br /&gt;
[10:14:04 PM] &amp;lt;Newton&amp;gt; no, thats the one&lt;br /&gt;
[10:14:21 PM] &amp;lt;Newton&amp;gt; and that one can &amp;quot;use&amp;quot; the loam in midair but then its gone or something, i think&lt;br /&gt;
[10:15:03 PM] &amp;lt;Newton&amp;gt; Melee weapons&lt;br /&gt;
[10:15:11 PM] &amp;lt;Newton&amp;gt; who wanted to do them, Randrian or Zapper?&lt;br /&gt;
[10:15:42 PM] &amp;lt;Maikel&amp;gt; Zapper &lt;br /&gt;
[10:15:50 PM] &amp;lt;ck&amp;gt; Zapper was eager to invent a sophisticated &amp;quot;system&amp;quot; for that&lt;br /&gt;
[10:15:54 PM] &amp;lt;Maikel&amp;gt; bow, musket will do&lt;br /&gt;
[10:16:08 PM] &amp;lt;ck&amp;gt; Yeah, I think that&#039;s enough to begin with as well&lt;br /&gt;
[10:16:20 PM] &amp;lt;Newton&amp;gt; mhhh&lt;br /&gt;
[10:16:33 PM] &amp;lt;Newton&amp;gt; who wrote firearrow?&lt;br /&gt;
[10:16:33 PM] &amp;lt;Newton&amp;gt; ah&lt;br /&gt;
[10:16:41 PM] &amp;lt;Newton&amp;gt; do we want to introduce fire already?&lt;br /&gt;
[10:16:47 PM] &amp;lt;Newton&amp;gt; thats a little work too&lt;br /&gt;
[10:16:50 PM] &amp;lt;Randrian&amp;gt; well, I wanted to do the animations for the weapon system&lt;br /&gt;
[10:17:08 PM] &amp;lt;Randrian&amp;gt; it it will be more than just animations, Zapper can do it if he wants.&lt;br /&gt;
[10:17:17 PM] &amp;lt;ck&amp;gt; Randrian: Is there a conceptual difference between that and animations for bow/musket?&lt;br /&gt;
[10:17:19 PM] &amp;lt;Newton&amp;gt; can you note that down?@Randrian&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[10:24:35 PM] &amp;lt;Newton&amp;gt; alright, where did we stop?&lt;br /&gt;
[10:24:49 PM] &amp;lt;Maikel&amp;gt; there is some missing&lt;br /&gt;
[10:24:54 PM] &amp;lt;Maikel&amp;gt; with weapons&lt;br /&gt;
[10:24:54 PM] &amp;lt;ck&amp;gt; weapon animations&lt;br /&gt;
[10:24:57 PM] &amp;lt;ck&amp;gt; iirc&lt;br /&gt;
[10:26:42 PM] &amp;lt;Newton&amp;gt; it was my intention to write the melee weapons&lt;br /&gt;
[10:26:47 PM] &amp;lt;Newton&amp;gt; and not the certain types&lt;br /&gt;
[10:26:55 PM] &amp;lt;Newton&amp;gt; this should be really up to the one who creates it&lt;br /&gt;
[10:27:00 PM] &amp;lt;Newton&amp;gt; we just need melee weapons&lt;br /&gt;
[10:27:11 PM] &amp;lt;Maikel&amp;gt; ok then with e.g.?&lt;br /&gt;
[10:27:35 PM] &amp;lt;ck&amp;gt; I think we can do without for the beginning... but if someone wants to create any feel free ;)&lt;br /&gt;
[10:27:58 PM] &amp;lt;Newton&amp;gt; alright&lt;br /&gt;
[10:28:02 PM] &amp;lt;Newton&amp;gt; what about decoration?&lt;br /&gt;
[10:28:03 PM] &amp;lt;Newton&amp;gt; hm&lt;br /&gt;
[10:28:17 PM] &amp;lt;Maikel&amp;gt; Trees and bushes will do&lt;br /&gt;
[10:28:18 PM] &amp;lt;Newton&amp;gt; or generally, other objects?&lt;br /&gt;
[10:29:01 PM] &amp;lt;Maikel&amp;gt; Hm vehicles the cannon and the catapult must be there imo&lt;br /&gt;
[10:29:27 PM] Randrian has joined&lt;br /&gt;
[10:29:51 PM] &amp;lt;ck&amp;gt; I don&#039;t see the problem introducing them later... but maybe I&#039;m just pessimistic on what we can get done until april...&lt;br /&gt;
[10:29:57 PM] &amp;lt;Newton&amp;gt; me neither&lt;br /&gt;
[10:30:21 PM] &amp;lt;Maikel&amp;gt; Now you are realistic, im getting ahead of myself&lt;br /&gt;
[10:30:35 PM] &amp;lt;Maikel&amp;gt; -w&lt;br /&gt;
[10:31:12 PM] &amp;lt;Newton&amp;gt; hm&lt;br /&gt;
[10:31:19 PM] &amp;lt;Newton&amp;gt; well, actually ck has a point&lt;br /&gt;
[10:31:38 PM] &amp;lt;Newton&amp;gt; we can of course say about half of it &amp;quot;low priority&amp;quot; or put it in brackets&lt;br /&gt;
[10:31:47 PM] &amp;lt;Newton&amp;gt; but that we will have a cannon sooner or later is clear, no?&lt;br /&gt;
[10:31:57 PM] &amp;lt;Maikel&amp;gt; yes&lt;br /&gt;
[10:31:59 PM] &amp;lt;ck&amp;gt; I think so.&lt;br /&gt;
[10:32:08 PM] &amp;lt;Newton&amp;gt; and that somebody might implement it even though its not in the CORE concept is not forbidden&lt;br /&gt;
[10:32:32 PM] &amp;lt;Newton&amp;gt; so I&#039;d actually really leave them out&lt;br /&gt;
[10:32:42 PM] &amp;lt;Maikel&amp;gt; Okay &lt;br /&gt;
[10:32:54 PM] &amp;lt;Newton&amp;gt; the same goes for shield, throwing weapons etc. Zapper will be doing some weapons, well see what it is&lt;br /&gt;
[10:33:29 PM] &amp;lt;Newton&amp;gt; and others will pop up in the design of the scenarios&lt;br /&gt;
[10:33:48 PM] &amp;lt;Newton&amp;gt; decoration falls into the same category *cut* *cut* *cut*&lt;br /&gt;
[10:34:03 PM] &amp;lt;Newton&amp;gt; artwork&lt;br /&gt;
[10:34:07 PM] &amp;lt;Newton&amp;gt; ACK&lt;br /&gt;
[10:34:43 PM] &amp;lt;ck&amp;gt; hehe, right, Logo is a good point&lt;br /&gt;
[10:34:47 PM] &amp;lt;ck&amp;gt; We don&#039;t even have one yet ;)&lt;br /&gt;
[10:34:56 PM] &amp;lt;Maikel&amp;gt; It should contain a female clonk&lt;br /&gt;
[10:35:03 PM] &amp;lt;Maikel&amp;gt; having sex with....&lt;br /&gt;
[10:36:05 PM] &amp;lt;ck&amp;gt; *cough*&lt;br /&gt;
[10:36:05 PM] Randrian has left&lt;br /&gt;
[10:36:10 PM] &amp;lt;Maikel&amp;gt; Just put a part ideas&lt;br /&gt;
[10:36:37 PM] &amp;lt;Newton&amp;gt; &amp;quot;part ideas&amp;quot;?&lt;br /&gt;
[10:36:41 PM] &amp;lt;Newton&amp;gt; ah&lt;br /&gt;
[10:36:42 PM] &amp;lt;Maikel&amp;gt; I did&lt;br /&gt;
[10:37:41 PM] &amp;lt;Maikel&amp;gt; Hm some basic todos&lt;br /&gt;
[10:37:53 PM] &amp;lt;Maikel&amp;gt; like animations and neater materials?&lt;br /&gt;
[10:38:24 PM] Randrian has joined&lt;br /&gt;
[10:38:58 PM] &amp;lt;Newton&amp;gt; ok... ~done?&lt;br /&gt;
[10:39:10 PM] &amp;lt;Maikel&amp;gt; yes&lt;br /&gt;
[10:39:29 PM] &amp;lt;ck&amp;gt; let&#039;s put the remaining stuff to the todo list?&lt;br /&gt;
[10:39:36 PM] &amp;lt;Newton&amp;gt; what todo list?&lt;br /&gt;
[10:39:40 PM] &amp;lt;Newton&amp;gt; ah&lt;br /&gt;
[10:39:41 PM] &amp;lt;ck&amp;gt; &amp;quot;Main&amp;quot; ;)&lt;br /&gt;
[10:39:57 PM] &amp;lt;Newton&amp;gt; Yeah I think I will write everything together and post it in the forum&lt;br /&gt;
[10:40:07 PM] &amp;lt;Maikel&amp;gt; first internal, or?&lt;br /&gt;
[10:40:07 PM] &amp;lt;Newton&amp;gt; along with the other stuff that came from the discussion&lt;br /&gt;
[10:40:19 PM] &amp;lt;Newton&amp;gt; internal?&lt;br /&gt;
[10:40:20 PM] &amp;lt;ck&amp;gt; ok&lt;br /&gt;
[10:40:28 PM] &amp;lt;Newton&amp;gt; I&#039;m not sure&lt;br /&gt;
[10:40:31 PM] &amp;lt;Maikel&amp;gt; dev only&lt;br /&gt;
[10:40:35 PM] &amp;lt;Newton&amp;gt; perhaps Developers corner&lt;br /&gt;
[10:41:04 PM] &amp;lt;ck&amp;gt; OK, but make it clear that nobody guarantees that we stick to the schedule ;)&lt;br /&gt;
[10:41:06 PM] &amp;lt;Newton&amp;gt; our community does not only consist of Asmageddons, there are quite a few people who would like to help if they knew what has to be done&lt;br /&gt;
[10:41:07 PM] &amp;lt;Maikel&amp;gt; In general people who want to contribute should be invited to these meetings&lt;br /&gt;
[10:41:31 PM] &amp;lt;ck&amp;gt; ah, good point. There should be a Wiki page about the meetings.&lt;br /&gt;
[10:41:39 PM] &amp;lt;ck&amp;gt; With logs+summary for post ones, and agenda for planned ones&lt;br /&gt;
[10:41:40 PM] &amp;lt;Newton&amp;gt; a wiki?&lt;br /&gt;
[10:41:48 PM] &amp;lt;ck&amp;gt; a page in our wiki&lt;br /&gt;
[10:41:49 PM] &amp;lt;Newton&amp;gt; hm&lt;br /&gt;
[10:42:19 PM] &amp;lt;Newton&amp;gt; okay&lt;br /&gt;
[10:42:44 PM] &amp;lt;Newton&amp;gt; Maikel, you postponed the homepage&lt;br /&gt;
[10:42:55 PM] &amp;lt;Newton&amp;gt; +discussion about&lt;br /&gt;
[10:43:11 PM] &amp;lt;Maikel&amp;gt; next week?&lt;br /&gt;
[10:43:21 PM] &amp;lt;Maikel&amp;gt; I am tired&lt;br /&gt;
[10:43:27 PM] &amp;lt;Newton&amp;gt; I am not sure what to discuss about that anyway. I think its the same thing as the wiki&lt;br /&gt;
[10:43:43 PM] &amp;lt;Maikel&amp;gt; True&lt;br /&gt;
[10:43:51 PM] &amp;lt;Newton&amp;gt; = yes, thats good. Go ahead, I&#039;d say.&lt;br /&gt;
[10:44:09 PM] &amp;lt;Newton&amp;gt; anyway&lt;br /&gt;
[10:44:20 PM] &amp;lt;Newton&amp;gt; -&amp;gt; IRC&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100118&amp;diff=285</id>
		<title>IRCMeeting/20100118</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100118&amp;diff=285"/>
		<updated>2010-01-19T16:34:00Z</updated>

		<summary type="html">&lt;p&gt;Clonk-Karl: Added log of yesterday&amp;#039;s meeting (TODO: Better formatting?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;19:11:45&amp;lt;!Mimmo_O&amp;gt; i think newton forgot about the time&lt;br /&gt;
19:11:52&amp;lt;!Mimmo_O&amp;gt; or maybe hell join us in 48 minutes&lt;br /&gt;
19:11:53&amp;lt;!Isilkor&amp;gt; Well, this meeting is off to a great start&lt;br /&gt;
19:12:35&amp;lt;!Isilkor&amp;gt; Which means I&#039;ll wrest control from him and just use the agenda he posted on the forums&lt;br /&gt;
19:12:49&amp;lt;!Randrian&amp;gt; hmm I am sorry, but I have to join dinner now... I&#039;ll join later&lt;br /&gt;
19:13:20&amp;lt;!Isilkor&amp;gt; Welcome to the first OpenClonk developer IRC meeting. We&#039;re trying to be constructive here, so please don&#039;t disrupt the discussion (too much).&lt;br /&gt;
19:13:40&amp;lt;!Maikel&amp;gt; Ty :)&lt;br /&gt;
19:14:21&amp;lt; Asmageddon&amp;gt; So that eeting was meant to be IRC meeting?&lt;br /&gt;
19:14:24&amp;lt;!Isilkor&amp;gt; I&#039;ll be providing a short summary of the meeting afterwards.&lt;br /&gt;
19:14:44-!- Newton [~Miranda@euirc-93eb52c2.adsl.alicedsl.de] has joined #openclonk-dev&lt;br /&gt;
19:14:45-!- mode/#openclonk-dev [+ao Newton Newton] by ChanServ&lt;br /&gt;
19:14:45&amp;lt;!ck&amp;gt; I also suggest to put the logs online, accessible from the wiki&lt;br /&gt;
19:14:45&amp;lt;!Isilkor&amp;gt; Asmageddon: We&#039;re doing a short weekly meeting to steer the project in a general direction&lt;br /&gt;
19:14:48&amp;lt;!Zapper&amp;gt; yo newton&lt;br /&gt;
19:14:55&amp;lt;!Isilkor&amp;gt; As a first, I&#039;m going to assume that the time and place is acceptable for everyone. If there&#039;s any problems, please speak up now.&lt;br /&gt;
19:15:05&amp;lt;!Isilkor&amp;gt; ck: Can do.&lt;br /&gt;
19:15:06&amp;lt;!Newton&amp;gt; hey guys&lt;br /&gt;
19:15:16&amp;lt;!Maikel&amp;gt; hi&lt;br /&gt;
19:15:27&amp;lt;!Isilkor&amp;gt; Newton: We&#039;re just about to start, do you want to take the helm?&lt;br /&gt;
19:15:28&amp;lt; Asmageddon&amp;gt; hello!&lt;br /&gt;
19:15:28&amp;lt;!Newton&amp;gt; sorry for the lateness&lt;br /&gt;
19:15:58&amp;lt;!Newton&amp;gt; is everyone there?&lt;br /&gt;
19:16:10&amp;lt;!ck&amp;gt; I&#039;d prefer if we could start about an hour later in future, though 19:00 is also OK if anybody objects&lt;br /&gt;
19:16:11&amp;lt;!Zapper&amp;gt; Well, I am&lt;br /&gt;
19:16:36&amp;lt;!Isilkor&amp;gt; Randrian will join us later&lt;br /&gt;
19:17:01&amp;lt;!Newton&amp;gt; so do we start at 19:00 or 20:00 in the future?&lt;br /&gt;
19:17:11&amp;lt;!Mimmo_O&amp;gt; Newton!&lt;br /&gt;
19:17:18&amp;lt;!Newton&amp;gt; Isilkor: ok@helm&lt;br /&gt;
19:17:30&amp;lt;!Isilkor&amp;gt; I&#039;d prefer 19:00, but I&#039;d be willing to compromise ;)&lt;br /&gt;
19:17:34&amp;lt;!Newton&amp;gt; same here&lt;br /&gt;
19:17:41&amp;lt;!Maikel&amp;gt; I don&#039;t care.&lt;br /&gt;
19:17:58&amp;lt;!Maikel&amp;gt; dependent on the length of the meetings.&lt;br /&gt;
19:18:14&amp;lt;!Mimmo_O&amp;gt; yeh&lt;br /&gt;
19:18:15&amp;lt;!Newton&amp;gt; hm, then lets stick to 19:00 for now&lt;br /&gt;
19:18:47&amp;lt;!Newton&amp;gt; do you think we should keep some kind of protocol of the meetings?&lt;br /&gt;
19:19:15&amp;lt; Asmageddon&amp;gt; what for?&lt;br /&gt;
19:19:16&amp;lt;!ck&amp;gt; I think it&#039;s enough to put the IRC logs online, and maybe a short summary&lt;br /&gt;
19:19:17&amp;lt; s_m_w&amp;gt; Logs are usually enough for meetings held on IRC&lt;br /&gt;
19:19:35&amp;lt;!Mimmo_O&amp;gt; yop&lt;br /&gt;
19:19:37&amp;lt;!Newton&amp;gt; but then, we still need someone to do that&lt;br /&gt;
19:19:44&amp;lt;!Maikel&amp;gt; I&#039;ll&lt;br /&gt;
19:19:46&amp;lt;!Isilkor&amp;gt; I&#039;m doing it&lt;br /&gt;
19:19:49&amp;lt;!ck&amp;gt; Isilkor volunteered for today..&lt;br /&gt;
19:19:50&amp;lt;!Newton&amp;gt; fight for it&lt;br /&gt;
19:19:54&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
19:20:09&amp;lt;!Maikel&amp;gt; do&amp;gt;will&lt;br /&gt;
19:20:34&amp;lt;!Newton&amp;gt; I think its better if we have any additional TOPs, to mention them now even though we dont have to be that official&lt;br /&gt;
19:20:46&amp;lt;!Newton&amp;gt; anybody has something he wants to talk about?&lt;br /&gt;
19:21:03&amp;lt;!Mimmo_O&amp;gt; nothing really important&lt;br /&gt;
19:21:04&amp;lt; Asmageddon&amp;gt; I have&lt;br /&gt;
19:21:07&amp;lt;!Maikel&amp;gt; TOP = Topic?&lt;br /&gt;
19:21:12&amp;lt; Asmageddon&amp;gt; But nothing so important&lt;br /&gt;
19:21:16&amp;lt;!Newton&amp;gt; Maikel: yes, Agenda point&lt;br /&gt;
19:21:18&amp;lt;!Mimmo_O&amp;gt; TagesOrdnungsPunkte&lt;br /&gt;
19:21:25&amp;lt;!Newton&amp;gt; oh@TOP&lt;br /&gt;
19:21:27&amp;lt;!Newton&amp;gt; so its german&lt;br /&gt;
19:21:28&amp;lt;!Newton&amp;gt; anyway&lt;br /&gt;
19:21:37&amp;lt;!Newton&amp;gt; Asmageddon?&lt;br /&gt;
19:21:47&amp;lt;!Mimmo_O&amp;gt; i know that frm my german lessons :S we need to keep protocol of every hour.&lt;br /&gt;
19:21:49&amp;lt; Asmageddon&amp;gt; Wait a moment, I&#039;m eating :P&lt;br /&gt;
19:22:05&amp;lt;!Newton&amp;gt; err ok. Then I&#039;ll mention my point&lt;br /&gt;
19:22:22&amp;lt;!Maikel&amp;gt; Maybe we can end with topics suggested during discussion, and start with the predefined agenda.&lt;br /&gt;
19:22:39&amp;lt;!Newton&amp;gt; yes, that would be another option&lt;br /&gt;
19:22:56&amp;lt;!Newton&amp;gt; however i fear that later (at point 5), the whole meeting will start to dissolve a little&lt;br /&gt;
19:22:59&amp;lt;!Maikel&amp;gt; For the future, just start with your point for now&lt;br /&gt;
19:23:31&amp;lt; Asmageddon&amp;gt; Ok, I want lightning system, not neccesarily dynamic, can be precalculated and updated when terrain is modified or light added/removed&lt;br /&gt;
19:23:40&amp;lt; Asmageddon&amp;gt; If you want I have example images made in GIMP&lt;br /&gt;
19:23:42&amp;lt; Asmageddon&amp;gt; but they are a bit big&lt;br /&gt;
19:23:55&amp;lt; Asmageddon&amp;gt; And it will take some time to upload them with my internet&lt;br /&gt;
19:24:21&amp;lt;!Newton&amp;gt; Asmageddon: this is more of a feature request and does not belong here. You&#039;d better post that into the forum. We are now talking about more basic concepts&lt;br /&gt;
19:24:22&amp;lt; Ape&amp;gt; Make them JPEG and they will be small(?)&lt;br /&gt;
19:24:35&amp;lt; Asmageddon&amp;gt; Ok, forget that&lt;br /&gt;
19:24:46&amp;lt; Asmageddon&amp;gt; That is not feature request&lt;br /&gt;
19:24:49&amp;lt; Asmageddon&amp;gt; It is a suggestion&lt;br /&gt;
19:24:56&amp;lt; Asmageddon&amp;gt; it will make OC look WAY better&lt;br /&gt;
19:25:07&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
19:25:08&amp;lt;!Newton&amp;gt; anyway&lt;br /&gt;
19:25:08&amp;lt; Asmageddon&amp;gt; which can eventually make more people to play OC&lt;br /&gt;
19:25:28&amp;lt;!Isilkor&amp;gt; That is fine and all, but in the end it&#039;s still a feature request&lt;br /&gt;
19:25:32&amp;lt;!Newton&amp;gt; My agenda point: With property lists, effect vars, local vars and script constant callbacks (&amp;quot;IsArrow&amp;quot;), the whole design pattern of which goes where is a bit softened&lt;br /&gt;
19:25:47&amp;lt;+Matthi&amp;gt; (Asmageddon: As right as your point may be: please don&#039;t forget that currently, there isn&#039;t even a GAME one could play)&lt;br /&gt;
19:26:13&amp;lt; Asmageddon&amp;gt; ok :/&lt;br /&gt;
19:26:15&amp;lt;!Newton&amp;gt; + e.g. Visibility as a property, but not GetXDir&lt;br /&gt;
19:26:25&amp;lt;!Newton&amp;gt; I&#039;d like to talk about that later, before point 5 perhaps&lt;br /&gt;
19:26:50&amp;lt;!Zapper&amp;gt; and what to talk about now? :o&lt;br /&gt;
19:26:57&amp;lt;!Newton&amp;gt; except you would like to postpone that to a later session or rather discuss it in the forum&lt;br /&gt;
19:27:22&amp;lt;!Newton&amp;gt; Zapper: what do you mean?&lt;br /&gt;
19:27:32&amp;lt;+Matthi&amp;gt; &amp;quot;Where do we start&amp;quot;&lt;br /&gt;
19:27:37&amp;lt; Ape&amp;gt; Matthi brought up an important issue. We have to make this game playable as quickly as possible.&lt;br /&gt;
19:27:55&amp;lt;!Maikel&amp;gt; That&#039;s what this meeting is for.&lt;br /&gt;
19:28:14&amp;lt;!ck&amp;gt; For me it&#039;s OK to discuss it today I guess. Not sure I have a strong opinion though.&lt;br /&gt;
19:28:15&amp;lt;!Newton&amp;gt; hmm, its not optimal that only the devs know of the agenda while the meeting itself is not moderated (=non-devs can talk too)&lt;br /&gt;
19:28:31&amp;lt;!Isilkor&amp;gt; Newton: move the agenda to the open forums then&lt;br /&gt;
19:28:35&amp;lt;!Isilkor&amp;gt; announcements or something&lt;br /&gt;
19:28:49&amp;lt;!Isilkor&amp;gt; or just post it here&lt;br /&gt;
19:28:54&amp;lt;!Newton&amp;gt; Ape, Asmageddon: http://forum.openclonk.org/topic_show.pl?tid=328&lt;br /&gt;
19:29:04&amp;lt; Ape&amp;gt; Thanks&lt;br /&gt;
19:29:48&amp;lt;!Newton&amp;gt; okay, I think the organizational stuff is finished. I propose that next time, we&#039;ll just find another moderator, we dont need to define some specific order&lt;br /&gt;
19:29:53&amp;lt;!Newton&amp;gt; point 2, status updates&lt;br /&gt;
19:30:16&amp;lt;!Newton&amp;gt; lets take the turns from top to down from the nicklist&lt;br /&gt;
19:30:19&amp;lt;!Newton&amp;gt; ck?&lt;br /&gt;
19:30:31&amp;lt;!ck&amp;gt; I&#039;m busy with the mesh animation stuff&lt;br /&gt;
19:31:03&amp;lt;!ck&amp;gt; Turned out to be not as easy as I thought to provide a somewhat general mechanism with an easy-to-use (C4Script) API&lt;br /&gt;
19:31:18&amp;lt; Asmageddon&amp;gt; That gobby is a clone of another program like that&lt;br /&gt;
19:31:21&amp;lt; Asmageddon&amp;gt; But guess that is unimportant&lt;br /&gt;
19:31:23&amp;lt; Asmageddon&amp;gt; sorry :P&lt;br /&gt;
19:31:39&amp;lt;!ck&amp;gt; The goal is basically to get the swimming animation correct&lt;br /&gt;
19:31:56&amp;lt; Asmageddon&amp;gt; IMO swimming animation is good&lt;br /&gt;
19:32:03&amp;lt;!Newton&amp;gt; Asmageddon, please&lt;br /&gt;
19:32:04&amp;lt; Asmageddon&amp;gt; a &#039;bit&#039; strange, but good&lt;br /&gt;
19:32:05&amp;lt;!ck&amp;gt; It&#039;s displayed incorrect however&lt;br /&gt;
19:32:20&amp;lt; Asmageddon&amp;gt; Ok, sorry :(&lt;br /&gt;
19:32:42&amp;lt;!ck&amp;gt; I guess I&#039;ll end up with something similar to the Stack system I proposed in the forums&lt;br /&gt;
19:33:15&amp;lt;!ck&amp;gt; Where each node in the stack can again be a combination of multiple animations&lt;br /&gt;
19:33:41&amp;lt;!Newton&amp;gt; the stack system you posted in the forum is not implemented yet?&lt;br /&gt;
19:33:43&amp;lt;!ck&amp;gt; Probably this is not the right place to express my thoughts, but I&#039;ll add a documentation page once this is working as I want it&lt;br /&gt;
19:34:33&amp;lt;!ck&amp;gt; No, it isn&#039;t. It partly is on my computer only, but it turned out to be not as easy to use as I&#039;d like it to&lt;br /&gt;
19:34:49&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
19:35:16&amp;lt;!ck&amp;gt; And after that there is many more mesh stuff to keep me busy for quite a while ;)&lt;br /&gt;
19:36:11&amp;lt;!ck&amp;gt; (like trying out fixed point math or perspective rendering)&lt;br /&gt;
19:36:18&amp;lt;!Randrian&amp;gt; re&lt;br /&gt;
19:36:23-!- Irssi: #openclonk-dev: Total of 25 nicks [3 ops, 0 halfops, 2 voices, 20 normal]&lt;br /&gt;
19:36:28&amp;lt;!ck&amp;gt; Guess that&#039;s it from my side&lt;br /&gt;
19:36:53&amp;lt;!ck&amp;gt; So I think is it Isilkor&#039;s turn then&lt;br /&gt;
19:36:56&amp;lt;!Newton&amp;gt; .oO(wow, perspective rendering. Thats a feature I desire highly)&lt;br /&gt;
19:37:02&amp;lt;!Maikel&amp;gt; What about some models which use, UV,shaders(what do i know), is that hard to implement?&lt;br /&gt;
19:37:37&amp;lt;!ck&amp;gt; Maikel: not sure. I guess it&#039;s not hard, but requires some time&lt;br /&gt;
19:38:21&amp;lt;!ck&amp;gt; it&#039;s still on the agenda, just not with as much as priority as the ones I mentioned above&lt;br /&gt;
19:38:31&amp;lt; Ape&amp;gt; What is the point of perspective rendering if all the objects are on the same surface and has not much depth out of it?&lt;br /&gt;
19:38:59&amp;lt;!ck&amp;gt; The Clonk looks fine without, so it should be possible to get other (less complex?) model to do the same, right?&lt;br /&gt;
19:39:10&amp;lt;!ck&amp;gt; Ape: For ingame pictures basically&lt;br /&gt;
19:39:21&amp;lt;!Randrian&amp;gt; well the sprites for CR always were rendert orthogonally&lt;br /&gt;
19:39:32&amp;lt;!ck&amp;gt; As displayed for example in the HUD&lt;br /&gt;
19:39:46&amp;lt;!Newton&amp;gt; Ape: there has been already a discussion of that in the forum and it turned out that perspective rendering is applicable (and looks good) to a certain limit&lt;br /&gt;
19:39:50&amp;lt;!Isilkor&amp;gt; ck: The mesh rendering doesn&#039;t actually require fixpoint math, does it?&lt;br /&gt;
19:40:02&amp;lt;!Isilkor&amp;gt; It&#039;s just graphics anyway, so doesn&#039;t need to be in perfect sync&lt;br /&gt;
19:40:08&amp;lt;!Randrian&amp;gt; no, but attaching&lt;br /&gt;
19:40:14&amp;lt;!Randrian&amp;gt; attaching to bones needs that&lt;br /&gt;
19:40:17&amp;lt;!ck&amp;gt; Isilkor: No, but it is desirable to query vertex/bone positions in script&lt;br /&gt;
19:40:39&amp;lt;!ck&amp;gt; Randrian also suggested to make use of &amp;quot;ground bones&amp;quot; to aid in synchronizing the mesh animation with the object movement&lt;br /&gt;
19:41:11&amp;lt;!ck&amp;gt; That is, move an object according to a specific bone&#039;s position in the mesh&lt;br /&gt;
19:41:41&amp;lt;!ck&amp;gt; Of course the first step is to find out its impact on performance, and then we can still decide whether it&#039;s a good idea or not&lt;br /&gt;
19:42:54&amp;lt;!ck&amp;gt; (Another feature would be to mount a clonk correctly on a horse)&lt;br /&gt;
19:43:51&amp;lt;!Newton&amp;gt; as long as the bone position cant be queried but only certain meshes attached to it, the math doesnt have to be integer, no?&lt;br /&gt;
19:44:04&amp;lt;!Newton&amp;gt; (meshes, not objects)&lt;br /&gt;
19:44:30&amp;lt;!ck&amp;gt; Sure, but we might also want to put the Clonk as an object at the correct location&lt;br /&gt;
19:45:02&amp;lt;!ck&amp;gt; For collision detection to work correctly&lt;br /&gt;
19:45:06&amp;lt;!Newton&amp;gt; ah right, I was thinking of the sword in the hand of the clonk and such&lt;br /&gt;
19:45:31&amp;lt;!ck&amp;gt; In that case attaching just meshes should work (and that&#039;s even implemented already)&lt;br /&gt;
19:45:39&amp;lt;!Maikel&amp;gt; That&#039;s quite crucial.&lt;br /&gt;
19:46:55&amp;lt;!Newton&amp;gt; hm alright. I got some open items about mesh rendering too, but this doesnt belong here now. Ill get back to that later&lt;br /&gt;
19:47:07&amp;lt;!Newton&amp;gt; now, lets switch to Isilkor?&lt;br /&gt;
19:47:52&amp;lt;!Isilkor&amp;gt; My patch to implement &amp;gt;4 char C4IDs just needs some more polish, but otherwise seems quite solid&lt;br /&gt;
19:48:52&amp;lt;!Isilkor&amp;gt; There&#039;s obviously the problem of having optional definitions which would lead to syntax errors if they&#039;re used without checking&lt;br /&gt;
19:49:17&amp;lt;!Newton&amp;gt; optional defintions?&lt;br /&gt;
19:49:46&amp;lt;!ck&amp;gt; I think it&#039;s good to access those via C4Id, or a GetDefinition() loop, and to be able to rely on the required definitions to be available&lt;br /&gt;
19:49:50&amp;lt;!Isilkor&amp;gt; Stuff that you might want to check for, but isn&#039;t always loaded&lt;br /&gt;
19:49:54&amp;lt; Ape&amp;gt; Do we have a standard on the ID lenght? Should the names be as long as needed or should we prefer some a fixed lenght (like 4)?&lt;br /&gt;
19:49:58&amp;lt;!Maikel&amp;gt; Would that allow for C4IDs with variable length?&lt;br /&gt;
19:50:12&amp;lt;!Isilkor&amp;gt; They would allow for C4IDs of arbitrary identifiers&lt;br /&gt;
19:50:25&amp;lt;!Isilkor&amp;gt; so, things like OC_Library_Inventory&lt;br /&gt;
19:51:23&amp;lt;!Newton&amp;gt; I don&#039;t find the forum topic for that and I dont remember if this question has been discussed:&lt;br /&gt;
19:51:29&amp;lt;!Newton&amp;gt; are all C4IDs reserved words? In the sense that e.g. the C4ID of the clonk is &#039;Clonk&#039;: var Clonk = GetHiRank(0); Clonk-&amp;gt;GetCategory()&lt;br /&gt;
19:51:49&amp;lt;!Isilkor&amp;gt; no, they aren&#039;t. They&#039;re just global constants.&lt;br /&gt;
19:52:32&amp;lt;!Newton&amp;gt; so I should not name a variable &amp;quot;Clonk&amp;quot;, well but if I do, I can not access the global constant &#039;Clonk&#039; in the scope of the variable &#039;Clonk&#039;&lt;br /&gt;
19:52:38&amp;lt;!Newton&amp;gt; +?&lt;br /&gt;
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19:52:56&amp;lt;!Isilkor&amp;gt; yes, obviously. If you declare a local variable with the same name, it hides the constant.&lt;br /&gt;
19:53:09&amp;lt;!Isilkor&amp;gt; You can access it via C4Id(&amp;quot;Clonk&amp;quot;) though&lt;br /&gt;
19:53:26&amp;lt; Ape&amp;gt; I believe this is the forum topic for this: http://forum.openclonk.org/topic_show.pl?tid=195&lt;br /&gt;
19:53:41&amp;lt;!Newton&amp;gt; cool, then thats not an issue. I guess the standard will be to id objects with a big first letter (Clonk), variables are normally named with a small first letter (clonk)&lt;br /&gt;
19:54:36&amp;lt;!Maikel&amp;gt; We could also name everything OC_*, but some sort of ID-list in the wiki wouldn&#039;t be a bad thing, I guess.&lt;br /&gt;
19:55:02&amp;lt;!Isilkor&amp;gt; In the absence of namespaces, we should still name it OC_*, even with an ID list.&lt;br /&gt;
19:55:16&amp;lt;!Newton&amp;gt; at least we should agree on some naming scheme as soon as the feature is ~done&lt;br /&gt;
19:55:30&amp;lt;!ck&amp;gt; Do we have some C4Script style guidelines somewhere?&lt;br /&gt;
19:55:33&amp;lt; Ape&amp;gt; Can&#039;t it be ID-&amp;gt;Clonk or something like that?&lt;br /&gt;
19:56:03&amp;lt;!Zapper&amp;gt; Ape, that looks as if &amp;quot;ID&amp;quot; was an object&lt;br /&gt;
19:56:08&amp;lt;!Newton&amp;gt; ck: Clonkonaut started it once: http://forum.openclonk.org/topic_show.pl?pid=4221;hl=style%20guidelines&lt;br /&gt;
19:56:35&amp;lt; Ape&amp;gt; Well it could be an object that is used to get the objects for IDs&lt;br /&gt;
19:57:09&amp;lt; loriel&amp;gt; I think it should be &amp;quot;Core_&amp;quot; or something rather than OC_, so it indicates where the IDs are from rather than trademarking them.&lt;br /&gt;
19:57:31&amp;lt;!Zapper&amp;gt; agreed&lt;br /&gt;
19:57:52&amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
19:57:55&amp;lt;!Newton&amp;gt; Core_Clonk?&lt;br /&gt;
19:58:03&amp;lt;!Newton&amp;gt; sounds a bit unnecessary&lt;br /&gt;
19:58:16&amp;lt;!ck&amp;gt; As unnecessary as OC_Clonk would be...&lt;br /&gt;
19:58:21&amp;lt;!Isilkor&amp;gt; Newton: Some kind of namespacing is necessary&lt;br /&gt;
19:58:32&amp;lt;!Isilkor&amp;gt; otherwise we&#039;ll get collisions&lt;br /&gt;
19:59:00&amp;lt; loriel&amp;gt; I am not entirely happy with the &amp;quot;OC_&amp;quot; name because at some point someone is going to want to rename the whole thing like it happened between CP, CE and CR at the least, and then there are all those outdated OC_ prefixes stuck all over the project :)&lt;br /&gt;
19:59:06&amp;lt;!Newton&amp;gt; how would the namespaces look?@Syntax&lt;br /&gt;
19:59:09-!- pluto [~pluto@82.113.106.euirc-d8d72950] has joined #openclonk-dev&lt;br /&gt;
19:59:20&amp;lt;!Zapper&amp;gt; There are still people who don&#039;t like the name &amp;quot;OpenClonk&amp;quot;. I&#039;d prefer Core/anything else over OC_&lt;br /&gt;
19:59:46&amp;lt; Ape&amp;gt; object.core.flint and object.apepack.megabomb?&lt;br /&gt;
19:59:57&amp;lt;!Zapper&amp;gt; I like the C++ style&lt;br /&gt;
20:00:06&amp;lt;!Newton&amp;gt; Core::Clonk&lt;br /&gt;
20:00:17&amp;lt;!Zapper&amp;gt; I think a point/-&amp;gt; should be reserved for example for stuff with real objects&lt;br /&gt;
20:00:21&amp;lt; loriel&amp;gt; On the other hand, a name like &amp;quot;Core&amp;quot; kind of prevents stuff from being split into a separate package at a later point, if that would be desirable.&lt;br /&gt;
20:00:23&amp;lt;!Maikel&amp;gt; Whatever types the easiest.&lt;br /&gt;
20:00:45&amp;lt;!ck&amp;gt; Well, we don&#039;t need to agree on a name right now&lt;br /&gt;
20:01:21&amp;lt; loriel&amp;gt; (I was just trying to start an argument about the name, not the syntax. If I understand this right, the _ thing would work right now without messing with the parser.)&lt;br /&gt;
20:01:28&amp;lt;!Isilkor&amp;gt; loriel: yes&lt;br /&gt;
20:01:43&amp;lt;!Isilkor&amp;gt; but foo::C4ID-&amp;gt; doesn&#039;t work anyway, so we can use :: to separate namespaces&lt;br /&gt;
20:02:16&amp;lt;!ck&amp;gt; I guess you mean C4ID::foo-&amp;gt;? :)&lt;br /&gt;
20:02:29&amp;lt;!Isilkor&amp;gt; Uh... maybe ;)&lt;br /&gt;
20:02:55&amp;lt;!Newton&amp;gt; lets postpone that discussion of the name of the namespaces (and its syntax) to a later meeting. The feature is not finished yet anyway&lt;br /&gt;
20:03:08&amp;lt;!ck&amp;gt; I forum poll might also do it&lt;br /&gt;
20:03:18&amp;lt;!ck&amp;gt; once we have a few suggestions&lt;br /&gt;
20:03:28&amp;lt;!Maikel&amp;gt; C_&lt;br /&gt;
20:03:42&amp;lt;!Mimmo_O&amp;gt; or c.clonk&lt;br /&gt;
20:03:44&amp;lt;!Mimmo_O&amp;gt; c.hut&lt;br /&gt;
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20:04:09&amp;lt;!Newton&amp;gt; I&#039;d say, let Isilkor do his thing and after the commit, we already have one suggestion (the one of Isilkor) and based on that, we can perhaps discuss it&lt;br /&gt;
20:04:11&amp;lt;!Mimmo_O&amp;gt; hallo clonkine&lt;br /&gt;
20:04:14&amp;lt; clonkine&amp;gt; hi&lt;br /&gt;
20:04:19&amp;lt;!Newton&amp;gt; its nothing we can&#039;t change later&lt;br /&gt;
20:04:38&amp;lt;!Maikel&amp;gt; Ok, my turn(we need to speed this up)&lt;br /&gt;
20:05:42&amp;lt;!Maikel&amp;gt; I tried to C4Script Disasters and some Animals, but got stuck for now because of the animations, and the scenario.txt interface might be changed.&lt;br /&gt;
20:05:50&amp;lt;!Newton&amp;gt; (yes, the temptation to start a discussion over the update is very high. I&#039;ll try to cut the discussion if it gets too long)&lt;br /&gt;
20:06:18&amp;lt;!Newton&amp;gt; the scenario.txt interface might be changed?&lt;br /&gt;
20:06:29&amp;lt;!Maikel&amp;gt; Also the with Command() System is somewhat hard to implement, basic AI stuff&lt;br /&gt;
20:06:53&amp;lt;!Zapper&amp;gt; AI stuff? like movement in a landscape?&lt;br /&gt;
20:06:57&amp;lt;!Zapper&amp;gt; or other AI stuff?&lt;br /&gt;
20:07:00&amp;lt;!Maikel&amp;gt; http://forum.openclonk.org/topic_show.pl?tid=326#pid5330&lt;br /&gt;
20:07:15&amp;lt;!Maikel&amp;gt; Well &amp;quot;Call&amp;quot;is only called once&lt;br /&gt;
20:07:25&amp;lt;!ck&amp;gt; What&#039;s the problem with animations? You mean the models not be loaded entirely?&lt;br /&gt;
20:07:30&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
20:07:34&amp;lt;!ck&amp;gt; OK&lt;br /&gt;
20:08:20&amp;lt;!Maikel&amp;gt; So I guess it is nearly impossible to implement something like &amp;quot;Energy&amp;quot; in C4Script&lt;br /&gt;
20:08:35&amp;lt;!Zapper&amp;gt; ?&lt;br /&gt;
20:08:52&amp;lt;!Zapper&amp;gt; I don&#039;t know why you need the Call-Command. For periodic timers?&lt;br /&gt;
20:09:26&amp;lt;!Maikel&amp;gt; Ok you could do anything with effects&lt;br /&gt;
20:09:39&amp;lt;!Mimmo_O&amp;gt; ill take a shower now. im back in about 20 minutes.&lt;br /&gt;
20:09:45&amp;lt;!ck&amp;gt; Can&#039;t you just schedule another Call command in your callback?&lt;br /&gt;
20:10:19&amp;lt;!Newton&amp;gt; hmm, I am not sure myself what the exact problem is, but to clarify this problem shouldnt be part of the status update&lt;br /&gt;
20:10:24&amp;lt;!Newton&amp;gt; lets do that later, shall we?&lt;br /&gt;
20:10:30&amp;lt;!Maikel&amp;gt; Yes next.&lt;br /&gt;
20:10:40&amp;lt;!Zapper&amp;gt; Mimmo is gone. So, newton?&lt;br /&gt;
20:10:45&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
20:11:21&amp;lt;!Newton&amp;gt; the last 2 months or so I have been working on the script side of new controls (together with Sven2)&lt;br /&gt;
20:11:34&amp;lt;!Newton&amp;gt; and the hud&lt;br /&gt;
20:12:09&amp;lt;!Newton&amp;gt; basically to finish what I wrote in the HUD Konzept: http://forum.openclonk.org/topic_show.pl?tid=297&lt;br /&gt;
20:12:36&amp;lt;!Newton&amp;gt; apart from few bugs and some missing engine features (in the bugtracker), its now done&lt;br /&gt;
20:12:48-!- Sven2 [_ve_2@goldwipf.de] has joined #openclonk-dev&lt;br /&gt;
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20:13:11&amp;lt;!Newton&amp;gt; the weapons-system if one can call it like that, is done, too. Again a few engine features are missing&lt;br /&gt;
20:13:42&amp;lt;!Newton&amp;gt; next I wanted to focus on A) Gamepad controls and B) menus&lt;br /&gt;
20:13:47&amp;lt;!Sven2&amp;gt; Hey&lt;br /&gt;
20:14:01&amp;lt;!Zapper&amp;gt; Also the close combat weapons?&lt;br /&gt;
20:14:06&amp;lt;!Zapper&amp;gt; Or just the ranged ones?&lt;br /&gt;
20:14:21&amp;lt;!Newton&amp;gt; for B) I have to confess that I can&#039;t do so much script side, so I am waiting for - hi Sven2! - Sven2 to do something in that case ;-)&lt;br /&gt;
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20:14:51&amp;lt;!Zapper&amp;gt; Or, did you do the object-side (like, real weapons) or the interface in the Clonk for weapons?&lt;br /&gt;
20:14:53&amp;lt;!Newton&amp;gt; for A), i wanted to wait how the transfer-contents-with-menus ( B) ) turns out&lt;br /&gt;
20:15:14&amp;lt; clonkine&amp;gt; poor Sven2&lt;br /&gt;
20:15:19&amp;lt;!Newton&amp;gt; Zapper: if you look at the bow, there is not much of a &amp;quot;system&amp;quot; there, it is not needed either&lt;br /&gt;
20:15:44&amp;lt;!Zapper&amp;gt; Otherwise the &amp;quot;weapons system&amp;quot; (aka the templates) for close combat weapons would be what I would do next&lt;br /&gt;
20:15:55&amp;lt;!Randrian&amp;gt; well I started to implement a bit the sword and the animation side of it; the strike animation and so&lt;br /&gt;
20:15:55&amp;lt;!Newton&amp;gt; The ControlUse* commands are basically enough for weapons. A little procedure-check here, a delay there and done is the weapon script&lt;br /&gt;
20:16:49&amp;lt;!Zapper&amp;gt; Randrian, imo we should have it that way that we have one template and the weapons just have to implement some callbacks (like in hazard)&lt;br /&gt;
20:16:53&amp;lt;!Newton&amp;gt; Ringwaul actually tried to create such a template in the tradition of hte Hazard-weapons-template, but it didnt turn out to be too useful&lt;br /&gt;
20:17:04&amp;lt;!Maikel&amp;gt; Well it get&#039;s harder if for example two swords hit each other, or?&lt;br /&gt;
20:17:10&amp;lt;!Zapper&amp;gt; for example!&lt;br /&gt;
20:17:17&amp;lt;!Newton&amp;gt; Zapper: Have a look at the bow. There is no need for a system&lt;br /&gt;
20:17:31&amp;lt;!Randrian&amp;gt; well two swords that shall hit each other will be difficult.&lt;br /&gt;
20:17:37&amp;lt;!Randrian&amp;gt; I would pefere a blocking animation.&lt;br /&gt;
20:17:52&amp;lt;!Randrian&amp;gt; not just some random &amp;quot;hit&amp;quot; of two swords.&lt;br /&gt;
20:18:06&amp;lt;!Newton&amp;gt; but before we dive into some kind of discussion here if a basic object to include from is wise or not, let me just mention one more thing and then Randrian has the word:&lt;br /&gt;
20:18:23&amp;lt;!Randrian&amp;gt; ok sorry&lt;br /&gt;
20:18:58&amp;lt;!Newton&amp;gt; I created some kind of ammunition system, based on a includable library object named &amp;quot;Stackable&amp;quot; (also posted it in the forum) which is from the concept similar to arrows&lt;br /&gt;
20:19:01&amp;lt;!Zapper&amp;gt; Well, Newton. The ideal weaponscript would look like that: func IsAmmunition(obj){return obj-&amp;gt;~Isarrow();} func ShootingBehavior(){return STRAIGHT;} fiinished&lt;br /&gt;
20:19:35&amp;lt;!Newton&amp;gt; so the ammunition used for weapons and other stuff are actually still objects and also the objects which are shot (as opposed to hazard)&lt;br /&gt;
20:20:05&amp;lt;!Newton&amp;gt; I can tell you more abou the details later but for that, you should perhaps read the Bow- and Arrow-scripts first so that we are on the same level&lt;br /&gt;
20:20:08&amp;lt;!Newton&amp;gt; Randrian, your turn&lt;br /&gt;
20:20:13&amp;lt;!Zapper&amp;gt; I just read the bow script :&amp;lt;&lt;br /&gt;
20:20:54&amp;lt;!Randrian&amp;gt; well I have worked on the animations for the clonk.&lt;br /&gt;
20:21:16&amp;lt;!Randrian&amp;gt; for further progress it would be good to have ck&#039;s new animation system ready.&lt;br /&gt;
20:21:25&amp;lt;!Randrian&amp;gt; cause the script interface changes a lot with it.&lt;br /&gt;
20:21:39&amp;lt;!Mimmo_O&amp;gt; okay, re&lt;br /&gt;
20:22:25&amp;lt;!Randrian&amp;gt; I also think I have to change quite a bit about the rig, cause it isn&#039;t perfect for all types of animations yet.&lt;br /&gt;
20:22:39&amp;lt;!Randrian&amp;gt; well and all the animations still need some tweaks.&lt;br /&gt;
20:23:05&amp;lt;!Randrian&amp;gt; I also have made first steps with meshes attached to the clonk.&lt;br /&gt;
20:23:15&amp;lt;!Randrian&amp;gt; for example the clonk holding the sword and striking with it.&lt;br /&gt;
20:23:24&amp;lt;!Randrian&amp;gt; or the clonk holding the bow and animing with it.&lt;br /&gt;
20:23:42&amp;lt;!Newton&amp;gt; nice&lt;br /&gt;
20:23:53&amp;lt;!Randrian&amp;gt; its a bit difficult to get the orientation in Blender right, so the mesh is shown correct ingame&lt;br /&gt;
20:24:16&amp;lt;!ck&amp;gt; Let me know if there is something I can do in the engine to help you with that&lt;br /&gt;
20:24:32&amp;lt;!Randrian&amp;gt; the problem is, that when the mesh has a rotation in Blender (more precisly, the object of the mesh has a rotation assigned to it)&lt;br /&gt;
20:24:49&amp;lt;!Randrian&amp;gt; I think these rotations aren&#039;t shown ingame.&lt;br /&gt;
20:24:54&amp;lt;!Mimmo_O&amp;gt; ive done almost nothing :s i was just strawing around in the forum and posting smoe ideas, but nothing really special&lt;br /&gt;
20:25:14&amp;lt;!ck&amp;gt; Randrian: Would be cool if you can hand me a simple example object&lt;br /&gt;
20:25:20&amp;lt;!ck&amp;gt; I might have a look then&lt;br /&gt;
20:25:28&amp;lt;!Randrian&amp;gt; yes ok, I can make you an example.&lt;br /&gt;
20:25:56&amp;lt;!Randrian&amp;gt; I also got problems latly with exporting the female clonk, cause the animations somehow were wrong.&lt;br /&gt;
20:26:08&amp;lt;!Randrian&amp;gt; I don&#039;t quit know, if it was caused by Blender.&lt;br /&gt;
20:26:42&amp;lt;!Randrian&amp;gt; Blender can assign Armatures to meshes by parenting and also by using a modifier.&lt;br /&gt;
20:26:59&amp;lt;!Randrian&amp;gt; the female just had the armature parented, the male had both.&lt;br /&gt;
20:27:07&amp;lt;!Randrian&amp;gt; it was a bit strange.&lt;br /&gt;
20:27:45&amp;lt;!ck&amp;gt; maybe try whether it&#039;s also broken in an independant ogre mesh viewer. If so, make the model available to me and I&#039;ll see what I can do :)&lt;br /&gt;
20:27:46&amp;lt;!Zapper&amp;gt; As for me, I have not done much lately either. I started with an &amp;quot;animal&amp;quot; (mainly for experimenting with proplists and stuff) and thought I could do the close combat system next&lt;br /&gt;
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20:28:30&amp;lt; Randrian_&amp;gt; args internet...&lt;br /&gt;
20:28:32&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian&amp;gt; yes ok, I can make you an example.&lt;br /&gt;
20:28:36&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian&amp;gt; I also got problems latly with exporting the female clonk, cause the animations somehow were wrong.&lt;br /&gt;
20:28:38&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian&amp;gt; I don&#039;t quit know, if it was caused by Blender.&lt;br /&gt;
20:28:40&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian&amp;gt; Blender can assign Armatures to meshes by parenting and also by using a modifier.&lt;br /&gt;
20:28:42&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian&amp;gt; the female just had the armature parented, the male had both.&lt;br /&gt;
20:28:44&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian&amp;gt; it was a bit strange.&lt;br /&gt;
20:28:46&amp;lt; Randrian_&amp;gt; &amp;lt;Randrian&amp;gt; and I didn&#039;t manage to get the orientation of the bow right up till now.&lt;br /&gt;
20:29:09&amp;lt;!Newton&amp;gt; [20:28] Zapper: As for me, I have not done much lately either. I started with an &amp;quot;animal&amp;quot; (mainly for experimenting with proplists and stuff) and thought I could do the close combat system next&lt;br /&gt;
20:29:09&amp;lt;!Newton&amp;gt; [20:28] ck: maybe try whether it&#039;s also broken in an independant ogre mesh viewer. If so, make the model available to me and I&#039;ll see what I can do :)&lt;br /&gt;
20:29:45&amp;lt;!Mimmo_O&amp;gt; ive done almost nothing :s i was just strawing around in the forum and posting smoe ideas, but nothing certain for OC.&lt;br /&gt;
20:30:15&amp;lt; Randrian_&amp;gt; well the close combat system can be difficult, if it isn&#039;t done along with the animatiions.&lt;br /&gt;
20:30:47&amp;lt;!Newton&amp;gt; I also think that 90% of the close combat is animation-stuff as long as the system itself is not something elaborate&lt;br /&gt;
20:30:56&amp;lt; Randrian_&amp;gt; yes.&lt;br /&gt;
20:31:24&amp;lt;!Newton&amp;gt; (and with only one button=function available, it might be hard to do something elaborate ;-))&lt;br /&gt;
20:31:27&amp;lt;!Mimmo_O&amp;gt; will there be improvements in the close combat system?&lt;br /&gt;
20:31:31&amp;lt; Randrian_&amp;gt; well, the system can be more complex with the mouse move. Cliking and moving the mouse up could result in a strike up.&lt;br /&gt;
20:31:46&amp;lt;!Newton&amp;gt; yes, that would be possible&lt;br /&gt;
20:31:55&amp;lt;!Maikel&amp;gt; Someone else who wants to share what he/she was working on, I think we can end point 2&lt;br /&gt;
20:32:05&amp;lt;!Newton&amp;gt; Mimmo: I don&#039;t think that we stick in any way to the old system of &amp;quot;automatic fight&amp;quot;&lt;br /&gt;
20:32:11&amp;lt;!Zapper&amp;gt; &amp;lt;Newton&amp;gt; (and with only one button=function available, it might be hard to do something elaborate ;-)) &amp;lt;- well, I plan to use the acceleration of the clonk for stuff&lt;br /&gt;
20:32:12&amp;lt;!Mimmo_O&amp;gt; good&lt;br /&gt;
20:32:14&amp;lt;!Newton&amp;gt; well, there is still Sven2&lt;br /&gt;
20:32:16&amp;lt;!Mimmo_O&amp;gt; it was somehow terrible.&lt;br /&gt;
20:32:16&amp;lt;!Newton&amp;gt; @point 2&lt;br /&gt;
20:32:20&amp;lt;!Zapper&amp;gt; for example&lt;br /&gt;
20:32:30&amp;lt;!Maikel&amp;gt; Oh yes, Sry&lt;br /&gt;
20:32:36&amp;lt;!Newton&amp;gt; if he is still there&lt;br /&gt;
20:33:08-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout]&lt;br /&gt;
20:33:09&amp;lt;!Maikel&amp;gt; A sword can also strike differently dependent on where you click relative to the clonk&lt;br /&gt;
20:33:12&amp;lt;!Zapper&amp;gt; Sven has no highlighting enabled as far as I know - will be quite hard to get him here :o&lt;br /&gt;
20:33:28&amp;lt;!Mimmo_O&amp;gt; hm, Maikel&lt;br /&gt;
20:33:30&amp;lt;!Newton&amp;gt; hmm, then perhaps later he returns&lt;br /&gt;
20:33:35&amp;lt;!Mimmo_O&amp;gt; that would result in just klicking and clicking&lt;br /&gt;
20:33:40&amp;lt;!Zapper&amp;gt; even later? :o&lt;br /&gt;
20:33:44&amp;lt;!Mimmo_O&amp;gt; then, suddenly, you stop fighting and accidently throw something away&lt;br /&gt;
20:33:53&amp;lt;!Newton&amp;gt; but well, I know what he was working on, so I can sum it up&lt;br /&gt;
20:34:04&amp;lt;!Zapper&amp;gt; I think throwing stuff away should _always_ be just on Shift+Click btw&lt;br /&gt;
20:34:08&amp;lt;!Zapper&amp;gt; Just to throw that in&lt;br /&gt;
20:34:15&amp;lt;!Mimmo_O&amp;gt; yes, same here&lt;br /&gt;
20:34:26&amp;lt;!Maikel&amp;gt; No, not for gold and rocks&lt;br /&gt;
20:34:47&amp;lt;!Maikel&amp;gt; Everything with ControlUse() { return true;} already does that&lt;br /&gt;
20:35:09&amp;lt;!Zapper&amp;gt; Gold and Rocks don&#039;t have ControlUse(){return true;}&lt;br /&gt;
20:35:19&amp;lt;!Zapper&amp;gt; I think we should have one behaviour everywhere&lt;br /&gt;
20:35:28&amp;lt;!Newton&amp;gt; okay, this shouldn&#039;t be discussed now&lt;br /&gt;
20:35:39&amp;lt;!Newton&amp;gt; I noted it down as something to discuss later&lt;br /&gt;
20:35:50&amp;lt;!Maikel&amp;gt; k&lt;br /&gt;
20:35:56&amp;lt;!Newton&amp;gt; I&#039;ll sum up really short was Sven has been working on well, during silvester&lt;br /&gt;
20:36:32&amp;lt;!Newton&amp;gt; The PlrControls are not quite finished yet.  Some features are missing, some features that have been documented already are also missing&lt;br /&gt;
20:36:32&amp;lt;!Sven2&amp;gt; Sorry, was afk&lt;br /&gt;
20:36:42&amp;lt;!Newton&amp;gt; but as you can see, most of it works...&lt;br /&gt;
20:36:48&amp;lt;!Newton&amp;gt; ah well, you have the word&lt;br /&gt;
20:36:50&amp;lt;!Sven2&amp;gt; Yes, menus are on the list&lt;br /&gt;
20:37:26&amp;lt;!Sven2&amp;gt; Well, I thought about re-implementing controls for classic menus (really just a few bugixes I think) and then allow custom dialogs&lt;br /&gt;
20:38:05&amp;lt;!Sven2&amp;gt; Custom dialogs should cover stuff like PeterW mentioned in the forum; the overhead building menus&lt;br /&gt;
20:38:50&amp;lt;!Sven2&amp;gt; Anyway, what kind of stuff is really missing in the engine right now?&lt;br /&gt;
20:39:10&amp;lt;!Sven2&amp;gt; I don&#039;t think it&#039;s menus, because those aren&#039;t used anywhere yet?&lt;br /&gt;
20:39:38&amp;lt;!Newton&amp;gt; how can I use menus if they are not implemented yet? I need non-modal menus ^^&lt;br /&gt;
20:40:12&amp;lt;!Sven2&amp;gt; Is that in the bugtracker yet?&lt;br /&gt;
20:40:35&amp;lt;!Sven2&amp;gt; I believe it can be done quite easily. Though getting multiple menus per viewport might be difficult&lt;br /&gt;
20:40:41&amp;lt;!Newton&amp;gt; the other stuff that is &#039;really&#039; missing are (from my side) a few single features that are all in the bugtracker&lt;br /&gt;
20:40:46&amp;lt;!Sven2&amp;gt; How are you supposed to control them by gamepad if they&#039;re not modal?&lt;br /&gt;
20:41:12&amp;lt;!Newton&amp;gt; the custom dialog stuff is not in the bugtracker though because I was thinking you have a concept for that&lt;br /&gt;
20:41:39&amp;lt;!Newton&amp;gt; Sven2: that is the question@how to control by gamepad&lt;br /&gt;
20:41:41&amp;lt;!Sven2&amp;gt; Basically, it&#039;s supposed to be a bunch of functions like CreateDialog, AddDialogItem, etc.&lt;br /&gt;
20:42:39&amp;lt;!Newton&amp;gt; (what we need is a concept for dialogs that work for mouse controls and non-mouse controls [gamepad] alike. I didnt think of anything yet)&lt;br /&gt;
20:42:47&amp;lt;!Sven2&amp;gt; Though I also thought about a different concept to have just CreateDialog(dlg) /UpdateDialog(handle, dlg) /DestroyDialog(handle) and have &amp;quot;dlg&amp;quot; be a proplist that contains all dialog information&lt;br /&gt;
20:45:31&amp;lt;!Newton&amp;gt; I am more concerned that a dialog-system that works good for mouse won&#039;t work with gamepad. I will start some topic to find how contents-transfer could work with gamepad (e.g. how it works in other console games with inventory and items)&lt;br /&gt;
20:45:46&amp;lt;!Newton&amp;gt; otherwise, I think we are done with point 2?&lt;br /&gt;
20:46:26&amp;lt;!Maikel&amp;gt; yes&lt;br /&gt;
20:46:27&amp;lt;!Sven2&amp;gt; You would need the concept of a &amp;quot;focused&amp;quot; dialog for gamepad control&lt;br /&gt;
20:46:55&amp;lt;!Newton&amp;gt; point 3, Website: Blog, Homepage, Wiki&lt;br /&gt;
20:46:56&amp;lt;!Sven2&amp;gt; Even if it&#039;s not &amp;quot;modal&amp;quot;, i.e. you could have seperate controls for dialog and Clonk control if your gamepad permits it&lt;br /&gt;
20:47:45&amp;lt;!Mimmo_O&amp;gt; (Sven2, stop)&lt;br /&gt;
20:47:53&amp;lt;!Zapper&amp;gt; I still think we can use the forum as a &amp;quot;blog&amp;quot;&lt;br /&gt;
20:48:18&amp;lt;!Mimmo_O&amp;gt; i think we should use something like a blog&lt;br /&gt;
20:48:19&amp;lt;!ck&amp;gt; Do you mean these blogs that are built in into mwf?&lt;br /&gt;
20:48:33&amp;lt;!ck&amp;gt; Like they were enabled in the english forums some time ago?&lt;br /&gt;
20:48:37&amp;lt;!Zapper&amp;gt; no, mawic disabled them&lt;br /&gt;
20:48:41&amp;lt;!Zapper&amp;gt; or, kicked them out&lt;br /&gt;
20:48:46&amp;lt;!ck&amp;gt; oh.&lt;br /&gt;
20:48:47&amp;lt;!Zapper&amp;gt; just make a subforum &amp;quot;blogs&amp;quot;&lt;br /&gt;
20:48:48&amp;lt;!Newton&amp;gt; yes@kicked them out&lt;br /&gt;
20:48:49&amp;lt;!Maikel&amp;gt; About the wiki: That should contain (now and in the future) all faqs regarding OpenClonk development, but for now it should be structured somewhat more clearer.&lt;br /&gt;
20:48:54&amp;lt;!Mimmo_O&amp;gt; if someone who is interested in OC comes to the site, he just sees some black/white page with a forum... nooone wants to read through it just to gather some informations&lt;br /&gt;
20:48:55&amp;lt;!Zapper&amp;gt; Where would be the difference to any other blog software?&lt;br /&gt;
20:49:08&amp;lt;!Newton&amp;gt; err, lets stick to the blog topic a few minutes, Maikel&lt;br /&gt;
20:49:38&amp;lt;!Newton&amp;gt; I agree to Mimmo actually. A subforum with forum topics, this is not a blog&lt;br /&gt;
20:49:45&amp;lt;!Mimmo_O&amp;gt; its Blog, Homepage, Wiki, not Wiki, blabla :p&lt;br /&gt;
20:49:47&amp;lt;!Newton&amp;gt; as much as Announcements is not a blog&lt;br /&gt;
20:49:50&amp;lt;!Sven2&amp;gt; If people want to start blogs, they will. Otherwise, they won&#039;t. I don&#039;t think a forum will change this&lt;br /&gt;
20:50:03&amp;lt;!ck&amp;gt; Zapper: Does mwf provide RSS feeds?&lt;br /&gt;
20:50:14&amp;lt;!ck&amp;gt; Trackbacks?&lt;br /&gt;
20:50:14&amp;lt;!Zapper&amp;gt; Uh, I dont know&lt;br /&gt;
20:50:35&amp;lt;!Newton&amp;gt; ck: yes, I tried to enable them a few times but it does only work properly if you have a proper server, not some CGI enabled webspace&lt;br /&gt;
20:50:53&amp;lt;!Maikel&amp;gt; Wouldn&#039;t be useful to establish that we have enough writers, to have at least one item a week?&lt;br /&gt;
20:51:08&amp;lt;!ck&amp;gt; I think the serendipity ones work on my shared hosting account&lt;br /&gt;
20:51:15&amp;lt;!Mimmo_O&amp;gt; i think we will come to at least 3 a week&lt;br /&gt;
20:51:31&amp;lt;!Newton&amp;gt; ck: can you post your serendipity blog link?&lt;br /&gt;
20:51:36&amp;lt;!Mimmo_O&amp;gt; if every developer has acces to write a new entry&lt;br /&gt;
20:51:41&amp;lt;!ck&amp;gt; Newton: http://arbur.net/serendipity&lt;br /&gt;
20:52:40&amp;lt;!Newton&amp;gt; why is serendipity &amp;gt; wordpress? For our use?&lt;br /&gt;
20:52:52&amp;lt;!ck&amp;gt; I didn&#039;t say that.&lt;br /&gt;
20:53:11&amp;lt;!ck&amp;gt; I just said its RSS feeds work on my (quite limited) webspace account.&lt;br /&gt;
20:53:13&amp;lt;!Newton&amp;gt; err, I didnt mean it that way&lt;br /&gt;
20:53:28&amp;lt;!ck&amp;gt; It&#039;s the only blog system I have experienced with, I can&#039;t say anything about wordpress&lt;br /&gt;
20:53:29&amp;lt;!Newton&amp;gt; but I want to set up a system and asking you (you in plural) which one to prefer&lt;br /&gt;
20:53:57&amp;lt;!Mimmo_O&amp;gt; i have no opinion to that, due to my lack of knowledge about them&lt;br /&gt;
20:54:05&amp;lt;!Mimmo_O&amp;gt; i would say &amp;quot;one which is easy to use&amp;quot;&lt;br /&gt;
20:54:11&amp;lt;!Sven2&amp;gt; So, this is like a more relaxed &amp;quot;news&amp;quot; column?&lt;br /&gt;
20:54:31&amp;lt;!Newton&amp;gt; ck: can one integrate the blog (or e.g. &amp;quot;the newest 3 items of the blog&amp;quot;) in the mediawiki or in some otherwise plain HTML file (e.g. the homepage)&lt;br /&gt;
20:54:58&amp;lt;!ck&amp;gt; Sven2: kind of... to keep interested partys informed in a structured way&lt;br /&gt;
20:55:10&amp;lt;!Newton&amp;gt; Sven2: a developers blog. Clonk.de didnt have this... well perhaps later with ClonkX, a little&lt;br /&gt;
20:55:27&amp;lt;!ck&amp;gt; Newton: I think so, with some scripting. My blog is aggregated on planet.gnome.org&lt;br /&gt;
20:55:46&amp;lt;!ck&amp;gt; which basically displays recent entries&lt;br /&gt;
20:55:49&amp;lt;!Maikel&amp;gt; Then the role of news, would just be to announce new versions and beta-test, etc.&lt;br /&gt;
20:56:26&amp;lt;!Newton&amp;gt; what i&#039;d like is that we all have a single login for the blog&lt;br /&gt;
20:56:52&amp;lt;!ck&amp;gt; oh, why that?&lt;br /&gt;
20:56:56&amp;lt;!Newton&amp;gt; (so that the devs don&#039;t need to register in 4 places for the website)&lt;br /&gt;
20:57:07&amp;lt;!Newton&amp;gt; already now, with bugtrack, wiki and forum its a bit much, dont you think?&lt;br /&gt;
20:57:30&amp;lt;!ck&amp;gt; It might be interesting who wrote a particular blog entry though...&lt;br /&gt;
20:57:39&amp;lt;!ck&amp;gt; +to know&lt;br /&gt;
20:57:47&amp;lt;!Maikel&amp;gt; Well we can sign it with our names&lt;br /&gt;
20:57:51&amp;lt;!Maikel&amp;gt; yes @ newton&lt;br /&gt;
20:58:31&amp;lt;!Newton&amp;gt; ok, Ill first install Serendipity and then we can play around with it a little before we finally settle with that&lt;br /&gt;
20:58:59&amp;lt;!Newton&amp;gt; next: wiki. Maikel?&lt;br /&gt;
20:59:27&amp;lt;!Maikel&amp;gt; About the wiki: That should contain (now and in the future) all faqs regarding OpenClonk development, but for now it should be structured somewhat more clearer.&lt;br /&gt;
20:59:40&amp;lt;!Maikel&amp;gt; A bit more structure would already do the job there.&lt;br /&gt;
21:00:02&amp;lt;!ck&amp;gt; Do you have something concrete in mind?&lt;br /&gt;
21:00:04&amp;lt;!Maikel&amp;gt; code style rules at the right place, etc.&lt;br /&gt;
21:00:25&amp;lt;!Maikel&amp;gt; Well there are numerous examples of opensource game sites&lt;br /&gt;
21:01:01&amp;lt;!Newton&amp;gt; hm, I dont see your ponit&lt;br /&gt;
21:01:04&amp;lt;!Newton&amp;gt; *point&lt;br /&gt;
21:01:17&amp;lt;!Maikel&amp;gt; I would separate the page in Getting started(to play clonk), Content development, Engine development&lt;br /&gt;
21:01:22&amp;lt;!Newton&amp;gt; the /Project page and everything below seems to be perfectly structured&lt;br /&gt;
21:01:38&amp;lt;!Newton&amp;gt; you mean the Home page?&lt;br /&gt;
21:02:04&amp;lt;!Maikel&amp;gt; No, for example the coding style stuff is missing&lt;br /&gt;
21:02:31&amp;lt;!Newton&amp;gt; hmm, right&lt;br /&gt;
21:02:38&amp;lt;!Newton&amp;gt; it was there somewhere though, no?&lt;br /&gt;
21:03:11&amp;lt;!Maikel&amp;gt; http://wiki.openclonk.org/w/Style_Guidelines&lt;br /&gt;
21:04:26&amp;lt;!Newton&amp;gt; hm anyway. I am not sure if we have to discuss this. The wiki was just grown how the people contributed it. Nobody will cry if you add some links and reorganize some pages&lt;br /&gt;
21:04:37&amp;lt;!Maikel&amp;gt; Indeed&lt;br /&gt;
21:06:00&amp;lt;!Newton&amp;gt; so, err. Go ahead ;-)&lt;br /&gt;
21:06:41&amp;lt;!Newton&amp;gt; Also, the links in the upper navigation are not out of concrete. If you want additional links or something, tell me&lt;br /&gt;
21:06:55&amp;lt;!Newton&amp;gt; which leads us to the homepage, I guess&lt;br /&gt;
21:07:03&amp;lt;!Maikel&amp;gt; I&#039;d rather go to point 4, and leave that for now( we can discuss it in some weeks)&lt;br /&gt;
21:07:08&amp;lt;!Newton&amp;gt; ok&lt;br /&gt;
21:07:27&amp;lt;!Newton&amp;gt; goals, yeah&lt;br /&gt;
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21:07:37&amp;lt;!Newton&amp;gt; but this requires that everybody is still here, i think&lt;br /&gt;
21:07:47&amp;lt;!Newton&amp;gt; motivation check!&lt;br /&gt;
21:07:48&amp;lt;!Mimmo_O&amp;gt; .&lt;br /&gt;
21:07:48&amp;lt;!Maikel&amp;gt; Yes HL?&lt;br /&gt;
21:07:56 * ck &lt;br /&gt;
21:08:00-Mimmo_O:#openclonk-dev- everyone is here!&lt;br /&gt;
21:08:14&amp;lt;!Zapper&amp;gt; ill be afk soon&lt;br /&gt;
21:08:29&amp;lt;!Sven2&amp;gt; Yes&lt;br /&gt;
21:08:30&amp;lt; Randrian__&amp;gt; what is the question? I was just disconnected&lt;br /&gt;
21:08:43&amp;lt;!Newton&amp;gt; if all are stil lthere, because we move to point 5&lt;br /&gt;
21:08:44&amp;lt;!Newton&amp;gt; Goals&lt;br /&gt;
21:08:52&amp;lt; Randrian__&amp;gt; \me is here&lt;br /&gt;
21:09:02 * Ape is here&lt;br /&gt;
21:09:09&amp;lt;!Newton&amp;gt; Maikel mentioned in the forum, that we need to set reachable goals (and make them public)&lt;br /&gt;
21:09:12&amp;lt;!Mimmo_O&amp;gt; *point 4&lt;br /&gt;
21:09:13&amp;lt;!Isilkor&amp;gt; You want to go to point 4 if everyone is here, but then rather go to 5?&lt;br /&gt;
21:09:17&amp;lt;!Isilkor&amp;gt; I don&#039;t quite get it&lt;br /&gt;
21:09:24&amp;lt;!Newton&amp;gt; oops&lt;br /&gt;
21:09:27&amp;lt;!Newton&amp;gt; sorry, point 4&lt;br /&gt;
21:09:34&amp;lt;!Maikel&amp;gt; So I would like to have a somewhat playable game before the OCM in april. That is some melee scenario&#039;s where one can use some weapons, flints dynamite, catapult, and test the clonk&#039;s controls&lt;br /&gt;
21:09:59&amp;lt;!Sven2&amp;gt; Skyrace is playable ;)&lt;br /&gt;
21:10:12&amp;lt;!Mimmo_O&amp;gt; i want the catapult to be controllable like the on in CX&lt;br /&gt;
21:10:18&amp;lt;!Mimmo_O&amp;gt; with catapulting clonks.&lt;br /&gt;
21:10:26&amp;lt;!Mimmo_O&amp;gt; (i already have scripted something like this for CR)&lt;br /&gt;
21:10:31&amp;lt;!Newton&amp;gt; that means, focus on melee and race, tools and weapons rather than buildings and such (until the OCM), right?&lt;br /&gt;
21:10:48&amp;lt;!Maikel&amp;gt; Yes, but if we provide like 5-10 scenario&#039;s (Melee&#039;s &amp;amp; Races) we can have our first &amp;quot;release&amp;quot;&lt;br /&gt;
21:11:03&amp;lt;!Zapper&amp;gt; I am still eager to build the weapons system :]&lt;br /&gt;
21:11:16&amp;lt;!Maikel&amp;gt; Yes newton&lt;br /&gt;
21:11:27&amp;lt;!Mimmo_O&amp;gt; imo we need bows, muskets, swords, shields&lt;br /&gt;
21:11:29&amp;lt;!Sven2&amp;gt; Concerning Races: I thought about calling them &amp;quot;Parcour&amp;quot; instead&lt;br /&gt;
21:11:30&amp;lt;!Mimmo_O&amp;gt; maybe axes&lt;br /&gt;
21:11:32&amp;lt;!Maikel&amp;gt; Has anyone something against this plan?&lt;br /&gt;
21:11:33&amp;lt;!Sven2&amp;gt; So we&#039;d have a new name :)&lt;br /&gt;
21:11:39&amp;lt;!Mimmo_O&amp;gt; sven: good idea&lt;br /&gt;
21:11:42&amp;lt;!Zapper&amp;gt; I dont @maikel&lt;br /&gt;
21:11:51&amp;lt;!ck&amp;gt; Sounds reasonable. Might be good to be a bit more specific though.&lt;br /&gt;
21:11:54&amp;lt;!Mimmo_O&amp;gt; me neither&lt;br /&gt;
21:11:57&amp;lt;!Zapper&amp;gt; But we should also do the planned landscape improvements before the first &amp;quot;release&amp;quot;&lt;br /&gt;
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21:12:08&amp;lt;!Maikel&amp;gt; Yes that&#039;s what I&#039;d like to do now&lt;br /&gt;
21:12:10&amp;lt;!Zapper&amp;gt; Be it proper hiding of the pixels (as discussed) or the polygon stuff&lt;br /&gt;
21:12:22&amp;lt;!Newton&amp;gt; that goal is very reachable, I think. Too bad that this means that we dont do anything with production lines, buildings, mining etc. (until then at least). But the good thing is that we are not dependent on the dialog system up and running -&amp;gt; I can start with gamepad controls&lt;br /&gt;
21:12:48&amp;lt;!Newton&amp;gt; what landscape improvements, Zapper?&lt;br /&gt;
21:12:53&amp;lt;!Newton&amp;gt; ah&lt;br /&gt;
21:13:11&amp;lt;!Zapper&amp;gt; I mean, I zoomed in (to be able to see my Clonks!) and was like &amp;quot;:(&amp;quot;&lt;br /&gt;
21:13:14&amp;lt;!Maikel&amp;gt; Personally I prefer settling too, but well Melee&#039;s are played so much more.&lt;br /&gt;
21:13:20&amp;lt;!Sven2&amp;gt; I think, most importantly, the landscape shouldn&#039;t be a blurry mess when zoomed in&lt;br /&gt;
21:13:30&amp;lt;!Mimmo_O&amp;gt; agreed&lt;br /&gt;
21:13:51&amp;lt;!Newton&amp;gt; well, I have been working on the polygon stuff but it is now frozen. It&#039;s my bachelors work and needs more time now (needs to be scientific and stuff ;-) )&lt;br /&gt;
21:14:05&amp;lt;!ck&amp;gt; This basically requires higher resolved textures, right?&lt;br /&gt;
21:14:11&amp;lt;!Newton&amp;gt; I&#039;ll probably work on that after I finished gamepad controls and my exams are over&lt;br /&gt;
21:14:17&amp;lt;!Sven2&amp;gt; I think PeterW had a simple approach to use a 3x zooming algorithm&lt;br /&gt;
21:14:22&amp;lt;!Sven2&amp;gt; (gp3x?)&lt;br /&gt;
21:14:27&amp;lt;!Mimmo_O&amp;gt; (textures, i posted a link in the forum for cool ice-textures)&lt;br /&gt;
21:14:32&amp;lt;!Mimmo_O&amp;gt; (hahaha, &amp;quot;cool ice textures&amp;quot;)&lt;br /&gt;
21:15:00&amp;lt;!ck&amp;gt; Sven2: I think the straight-forward way turned out to be too slow performance-wise if I remember correctly&lt;br /&gt;
21:15:07-!- JC-weg is now known as JCaesar&lt;br /&gt;
21:15:24&amp;lt;!ck&amp;gt; I&#039;m not sure this was the end of the story though&lt;br /&gt;
21:15:29&amp;lt;!Sven2&amp;gt; Zooming the 8 bit landscape with some algorithm, then turn texture indices into textures in a shader?&lt;br /&gt;
21:17:13&amp;lt;!ck&amp;gt; Is there another way?&lt;br /&gt;
21:17:21&amp;lt;!Maikel&amp;gt; Should we start specifying what needs to be done to reach the goal(Etherpad?)&lt;br /&gt;
21:17:43&amp;lt;!Newton&amp;gt; mh&lt;br /&gt;
21:18:05&amp;lt;!Newton&amp;gt; I guess its clear whats our goal until the last week of march&lt;br /&gt;
21:18:26&amp;lt;!Newton&amp;gt; so yeah, I guess we can move to etherpad to do some concepts of what should be inside the &amp;quot;release&amp;quot;&lt;br /&gt;
21:18:33&amp;lt; Ape&amp;gt; Aren&#039;t we supposed to play with Gobby :D&lt;br /&gt;
21:18:47&amp;lt;!Newton&amp;gt; wait a moment&lt;br /&gt;
21:18:54&amp;lt;!Maikel&amp;gt; *shameredcheeks* I havn&#039;t installed it&lt;br /&gt;
21:19:02&amp;lt;!Maikel&amp;gt; afk 2min&lt;br /&gt;
21:19:06&amp;lt;!Newton&amp;gt; http://etherpad.com/Clonkpad&lt;br /&gt;
21:19:17&amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
21:19:22&amp;lt;!Newton&amp;gt; there is only one document in etherpad?&lt;br /&gt;
21:19:32&amp;lt;!ck&amp;gt; Yes, I think so&lt;br /&gt;
21:25:33&amp;lt;!Newton&amp;gt; I started a gobby session&lt;br /&gt;
21:25:41&amp;lt;!Newton&amp;gt; 92.224.25.239 port 11111 (version 0.4.12 stable)&lt;br /&gt;
21:25:43&amp;lt;!Maikel&amp;gt; 4.12?&lt;br /&gt;
21:25:46&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
21:25:51&amp;lt;!Maikel&amp;gt; reinstall&lt;br /&gt;
21:28:31&amp;lt;!Newton&amp;gt; hm whats that&lt;br /&gt;
21:28:38&amp;lt;!Newton&amp;gt; did gobby jsut crash?&lt;br /&gt;
21:28:43&amp;lt;!Newton&amp;gt; ah, it was just randrian&lt;br /&gt;
21:29:00&amp;lt;!Maikel&amp;gt; How can I see which colour is who?&lt;br /&gt;
21:29:27-!- Mortimer [~Martin@euirc-74bf8acf.extern.uni-duisburg-essen.de] has quit [Client exited]&lt;br /&gt;
21:29:31&amp;lt;!ck&amp;gt; Maikel: Klick the user list item in the toolbar&lt;br /&gt;
21:29:37-!- Randrian_ [~randrian@euirc-1ce9338b.83.171.188.109.ip-pool.NEFkom.net] has joined #openclonk-dev&lt;br /&gt;
21:30:11&amp;lt;!Sven2&amp;gt; I cant get into a document...&lt;br /&gt;
21:30:53&amp;lt;!ck&amp;gt; touble click an item in the document list, or select one and hit subscribe&lt;br /&gt;
21:31:26&amp;lt;!Sven2&amp;gt; Doesnt work&lt;br /&gt;
21:31:32&amp;lt;!Sven2&amp;gt; My chat doesnt seem to arrive either&lt;br /&gt;
21:32:02-!- Randrian__ [~randrian@euirc-06a781a2.83.171.170.113.ip-pool.NEFkom.net] has quit [Ping timeout]&lt;br /&gt;
21:32:08&amp;lt;!Sven2&amp;gt; And I lose connection after a while&lt;br /&gt;
21:32:23&amp;lt;!Newton&amp;gt; shit :o&lt;br /&gt;
21:34:02&amp;lt;!Sven2&amp;gt; Just changed my color&lt;br /&gt;
21:34:14&amp;lt;!Sven2&amp;gt; I can see your chat though&lt;br /&gt;
21:34:22&amp;lt;!ck&amp;gt; no idea. Does gobby.0x539.de:6522 work?&lt;br /&gt;
21:34:50&amp;lt;!Sven2&amp;gt; I installed the old over the new. Is that a problem?&lt;br /&gt;
21:35:35&amp;lt;!Sven2&amp;gt; Where is gobby.0x539.de:6522?&lt;br /&gt;
21:35:58&amp;lt;!ck&amp;gt; I can&#039;t think of any problems out of my head, but you might try reinstalling it into a clean directory&lt;br /&gt;
21:35:58&amp;lt;!Isilkor&amp;gt; newton&lt;br /&gt;
21:36:01&amp;lt;!Isilkor&amp;gt; the wiki is broken&lt;br /&gt;
21:36:02&amp;lt;!Isilkor&amp;gt; editing pages fails&lt;br /&gt;
21:36:21&amp;lt; s_m_w&amp;gt; I cannot get into any documents either. After double clicking, subscribe is greyed out but it still doesn&#039;t work&lt;br /&gt;
21:36:30&amp;lt;!ck&amp;gt; Use gobby.0x539.de as hostname and 6522 as port. It&#039;s another (public) server.&lt;br /&gt;
21:37:56&amp;lt;!Sven2&amp;gt; I reinstalled and got in now&lt;br /&gt;
21:41:56&amp;lt;!Sven2&amp;gt; Hm. Have to leave for the cinema now&lt;br /&gt;
21:43:21&amp;lt;!Maikel&amp;gt; We&#039;ll change stuff later I guess&lt;br /&gt;
21:43:29&amp;lt;!Maikel&amp;gt; on later occasions.&lt;br /&gt;
21:53:18&amp;lt;!Newton&amp;gt; Isilkor: whoa??&lt;br /&gt;
21:53:49&amp;lt;!Isilkor&amp;gt; &amp;quot;A database query syntax error has occurred. [...] 1146: Table &#039;db1144497-wiki.wiki_tag_summary&#039; doesn&#039;t exist (localhost)&amp;quot;&lt;br /&gt;
21:53:51&amp;lt;!Newton&amp;gt; what page exactly, Isilkor? For me it works&lt;br /&gt;
21:53:59&amp;lt;!Newton&amp;gt; hmm&lt;br /&gt;
21:54:01&amp;lt;!Isilkor&amp;gt; every page&lt;br /&gt;
21:54:19&amp;lt;!Newton&amp;gt; odd, for me it works&lt;br /&gt;
21:54:30&amp;lt;!Newton&amp;gt; ill be on that problem as soon as we are done in gobby&lt;br /&gt;
21:54:48&amp;lt;!Newton&amp;gt; i hope we can bring it to something substantial&lt;br /&gt;
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22:03:59-!- Phantomwipf is now known as Phanto^away&lt;br /&gt;
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22:18:07&amp;lt;!Newton&amp;gt; shit&lt;br /&gt;
22:18:09&amp;lt;!Newton&amp;gt; gobby crashed&lt;br /&gt;
22:18:12&amp;lt;!Newton&amp;gt; someone save it&lt;br /&gt;
22:18:58&amp;lt;!ck&amp;gt; hrm&lt;br /&gt;
22:18:58&amp;lt;!ck&amp;gt; done&lt;br /&gt;
22:19:07&amp;lt;!Newton&amp;gt; can you reopen it?&lt;br /&gt;
22:19:09&amp;lt;!Mimmo_O&amp;gt; hab&lt;br /&gt;
22:19:24&amp;lt;!Mimmo_O&amp;gt; just reopen&lt;br /&gt;
22:19:45&amp;lt;!ck&amp;gt; on 0x539.de only, don&#039;t have access to the firewall here&lt;br /&gt;
22:20:02&amp;lt;!Newton&amp;gt; meaning you cant host?&lt;br /&gt;
22:20:06&amp;lt;!Mimmo_O&amp;gt; Newton, just rehost, ill paste everything&lt;br /&gt;
22:20:19&amp;lt;!ck&amp;gt; in that case all colors are lost&lt;br /&gt;
22:20:24&amp;lt;!Newton&amp;gt; oh, crashed again&lt;br /&gt;
22:20:26&amp;lt;!Newton&amp;gt; I&#039;ll reopen&lt;br /&gt;
22:20:45&amp;lt;!Newton&amp;gt; if you give me the session file&lt;br /&gt;
22:20:57&amp;lt;!Mimmo_O&amp;gt; they will also be lost if you save normally&lt;br /&gt;
22:21:16&amp;lt;!Newton&amp;gt; normally no&lt;br /&gt;
22:21:18&amp;lt;!Mimmo_O&amp;gt; i could only save the documents&lt;br /&gt;
22:21:23&amp;lt;!ck&amp;gt; mom&lt;br /&gt;
22:22:12&amp;lt;!Mimmo_O&amp;gt; whatever, i have to go&lt;br /&gt;
22:22:28&amp;lt;!Newton&amp;gt; yeah, it took really long&lt;br /&gt;
22:22:43&amp;lt;!ck&amp;gt; http://www-ekp.physik.uni-karlsruhe.de/~burgmeier/gobby.obby&lt;br /&gt;
22:22:46&amp;lt;!Newton&amp;gt; I want to try to get that meeting to an end too&lt;br /&gt;
22:23:23&amp;lt;!Newton&amp;gt; but the gobby session is the last point anyway&lt;br /&gt;
22:23:24&amp;lt;!Mimmo_O&amp;gt; if it does not work&lt;br /&gt;
22:23:28&amp;lt;!Mimmo_O&amp;gt; http://de.wiki.nosebud.de/paste/xlK44YJo.html&lt;br /&gt;
22:23:41&amp;lt;!Newton&amp;gt; because the distribution of work is already in the session&lt;br /&gt;
22:23:45&amp;lt;!Newton&amp;gt; reopen&lt;br /&gt;
22:24:05&amp;lt;!Mimmo_O&amp;gt; im off now&lt;br /&gt;
22:24:12&amp;lt;!Maikel&amp;gt; ok&lt;br /&gt;
22:24:18&amp;lt;!Maikel&amp;gt; cu&lt;br /&gt;
22:24:23&amp;lt;!Mimmo_O&amp;gt; good night&lt;br /&gt;
22:24:26&amp;lt;!ck&amp;gt; cya&lt;br /&gt;
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22:35:46&amp;lt;!Newton&amp;gt; err&lt;br /&gt;
22:35:51&amp;lt;!Newton&amp;gt; someone save the session please&lt;br /&gt;
22:36:01&amp;lt;!Newton&amp;gt; perhaps its just Randrian pinging out&lt;br /&gt;
22:36:38&amp;lt;!ck&amp;gt; it&#039;s still running, isn&#039;t it?&lt;br /&gt;
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22:44:32&amp;lt;!Newton&amp;gt; this meeting was even longer then I expected&lt;br /&gt;
22:44:41&amp;lt;!Newton&amp;gt; I&#039;ll summarize the Gobby session&lt;br /&gt;
22:45:14&amp;lt;!Maikel&amp;gt; Isolko-r would do the log&lt;br /&gt;
22:45:15&amp;lt;!Newton&amp;gt; and try to fix the wiki so that Isilkor can post the summary of the status updates (and point 3) in the wiki&lt;br /&gt;
22:45:27&amp;lt;!Newton&amp;gt; isilkor was not in the session&lt;br /&gt;
22:45:34&amp;lt;!Maikel&amp;gt; of irc&lt;br /&gt;
22:45:46&amp;lt;!ck&amp;gt; I can add the log of the gobby session&lt;br /&gt;
22:45:47&amp;lt;!Newton&amp;gt; thats what i said&lt;br /&gt;
22:46:21&amp;lt;!Newton&amp;gt; but first ill eat something. after that, wiki.&lt;br /&gt;
22:46:39&amp;lt;!Maikel&amp;gt; For next meetings anyone who is willing to contribute should be invited, and we should set up some guidelines to make the meetings shorter&lt;br /&gt;
22:48:48-!- stevi is now known as stevi`off&lt;br /&gt;
22:48:52&amp;lt;!ck&amp;gt; true. I still hope this was only so long because it was the first one&lt;br /&gt;
22:49:14&amp;lt;!ck&amp;gt; Maybe we&#039;ll also get some experience in constraining ourselves to the agenda :)&lt;br /&gt;
22:49:33&amp;lt;!Maikel&amp;gt; In our dreams maybe :P&lt;br /&gt;
22:49:44&amp;lt;!ck&amp;gt; Heh, give us a chance :)&lt;br /&gt;
22:49:51&amp;lt;!Newton&amp;gt; phew, by the way&lt;br /&gt;
22:50:04-!- Luchs^away is now known as Luchs&lt;br /&gt;
22:50:09&amp;lt;!Newton&amp;gt; i find a meeting over IRC a lot more tiresome then in real life&lt;br /&gt;
22:50:12&amp;lt;!Newton&amp;gt; but it was 4 hours too&lt;br /&gt;
22:50:31-!- Mortimer [~Mortimer@euirc-82816ebb.dip.t-dialin.net] has joined #openclonk-dev&lt;br /&gt;
22:51:26&amp;lt;!Maikel&amp;gt; You should do your thesis on teleportation ;)&lt;br /&gt;
22:51:48&amp;lt;!ck&amp;gt; we can try video conferencing next time :P&lt;br /&gt;
22:55:10&amp;lt;!Maikel&amp;gt; Got to go &amp;quot;The emergence of gravity through holographic scenario&amp;quot; is waiting for me at 9:00&lt;br /&gt;
22:55:13&amp;lt;!Maikel&amp;gt; Bye&lt;br /&gt;
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22:59:23&amp;lt;!Newton&amp;gt; ck, can you reproduce isilkors problem?&lt;br /&gt;
22:59:41&amp;lt;!ck&amp;gt; Newton: let me check. Just try to edit any page?&lt;br /&gt;
23:00:07&amp;lt;!Newton&amp;gt; yes&lt;br /&gt;
23:00:23&amp;lt;!Newton&amp;gt; for me, it  works. Thats why im puzzled&lt;br /&gt;
23:00:25&amp;lt;!Isilkor&amp;gt; for example http://wiki.openclonk.org/index.php?title=Main_Page&amp;amp;action=edit&lt;br /&gt;
23:00:31&amp;lt;!Isilkor&amp;gt; A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was: &lt;br /&gt;
23:00:33&amp;lt;!Isilkor&amp;gt; (SQL query hidden)&lt;br /&gt;
23:00:35&amp;lt;!Isilkor&amp;gt; from within function &amp;quot;IndexPager::reallyDoQuery (LogPager)&amp;quot;. MySQL returned error &amp;quot;1146: Table &#039;db1144497-wiki.wiki_tag_summary&#039; doesn&#039;t exist (localhost)&amp;quot;.&lt;br /&gt;
23:00:51&amp;lt;!ck&amp;gt; Hm. Anybody knows my wiki password? %(&lt;br /&gt;
23:01:07&amp;lt;!ck&amp;gt; ah&lt;br /&gt;
23:01:08&amp;lt;!Newton&amp;gt; ah, right&lt;br /&gt;
23:01:16&amp;lt;!ck&amp;gt; yeah, same error&lt;br /&gt;
23:01:18&amp;lt;!Newton&amp;gt; for Project, it does not appear&lt;br /&gt;
23:01:21&amp;lt;!Newton&amp;gt; but for the homepage&lt;br /&gt;
23:01:32&amp;lt;!ck&amp;gt; by clicking Isilkor&#039;s link, that is&lt;br /&gt;
23:01:52&amp;lt;!ck&amp;gt; I can edit the page though when I navigate properly&lt;br /&gt;
23:02:01&amp;lt;!Isilkor&amp;gt; I got there by navigating properly :(&lt;br /&gt;
23:02:03&amp;lt;!ck&amp;gt; (I just added &amp;quot;This is a test&amp;quot; at the bottom of the main page)&lt;br /&gt;
23:02:27&amp;lt;!ck&amp;gt; ah&lt;br /&gt;
23:02:33&amp;lt;!ck&amp;gt; It only occurs for the Main Page for me&lt;br /&gt;
23:02:37&amp;lt;!Isilkor&amp;gt; Actually, I get this for History as ell&lt;br /&gt;
23:02:38&amp;lt;!ck&amp;gt; But I can edit the Project page for example&lt;br /&gt;
23:03:05&amp;lt;!Newton&amp;gt; well, yes the table does not exist&lt;br /&gt;
23:03:14&amp;lt;!Newton&amp;gt; the thing is&lt;br /&gt;
23:03:32&amp;lt;!Newton&amp;gt; the day before yesterday, i updated to the newest stable mediawiki&lt;br /&gt;
23:03:49&amp;lt;!Isilkor&amp;gt; http://wiki.openclonk.org/w/Special:RecentChanges does it too&lt;br /&gt;
23:03:51&amp;lt;!Newton&amp;gt; and during upload of the new files, I saw that I already had the newest update, I just forgot to write it down&lt;br /&gt;
23:03:55&amp;lt;!Isilkor&amp;gt; so something major is broken I think&lt;br /&gt;
23:04:17&amp;lt;!Newton&amp;gt; so I stopped replacing the files during the FTP upload (but not IN one file, after one file)&lt;br /&gt;
23:04:33&amp;lt;!Newton&amp;gt; because i assumed i could only have replaced the same files with the same files&lt;br /&gt;
23:04:37&amp;lt;!Newton&amp;gt; guess it wasnt the case&lt;br /&gt;
23:04:44&amp;lt;!Newton&amp;gt; so what ill do is reinstall the whole thing&lt;br /&gt;
23:04:54&amp;lt;!Newton&amp;gt; and the uploading via FTP takes ages&lt;br /&gt;
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23:07:21&amp;lt;!Newton&amp;gt; during the upload I&#039;ll disable the wiki&lt;br /&gt;
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23:12:16&amp;lt;!Newton&amp;gt; Zapper: till when are you still online?&lt;br /&gt;
23:12:26&amp;lt;!Zapper&amp;gt; till clonkine lets me go&lt;br /&gt;
23:12:46&amp;lt;!Newton&amp;gt; we wanted to talk about weapon systems and base objects&lt;br /&gt;
23:13:17&amp;lt;!Zapper&amp;gt; uh&lt;br /&gt;
23:13:18&amp;lt;!Zapper&amp;gt; mh&lt;br /&gt;
23:13:25&amp;lt; clonkine&amp;gt; she won&#039;T&lt;br /&gt;
23:14:24&amp;lt;!Zapper&amp;gt; hm&lt;br /&gt;
23:14:44&amp;lt;!Zapper&amp;gt; I think I am too tired right now - tomorrow maybe?&lt;br /&gt;
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23:15:49&amp;lt;!Newton&amp;gt; ok, maybe&lt;br /&gt;
23:19:57-!- s_m_w is now known as smw&lt;br /&gt;
23:44:41&amp;lt;!Newton&amp;gt; ck?&lt;br /&gt;
23:48:35&amp;lt;!ck&amp;gt; Newton&lt;br /&gt;
23:48:46&amp;lt; clonkine&amp;gt; ck, newton?&lt;br /&gt;
23:48:49&amp;lt; clonkine&amp;gt; ;)&lt;br /&gt;
23:49:08&amp;lt;!Newton&amp;gt; you said during the status update that you are basically trying to get the swimming right&lt;br /&gt;
23:49:14&amp;lt;!Newton&amp;gt; with all these stack-changes&lt;br /&gt;
23:49:23&amp;lt;!ck&amp;gt; right&lt;br /&gt;
23:49:26&amp;lt;!Newton&amp;gt; but what about günthers proposal to just use SetObjDrawTransform?&lt;br /&gt;
23:50:03&amp;lt;!Newton&amp;gt; for rotation&lt;br /&gt;
23:50:07&amp;lt;!ck&amp;gt; I&#039;d like to avoid SetObjDrawTransform if possible&lt;br /&gt;
23:50:16&amp;lt;!ck&amp;gt; But that&#039;s not even the point&lt;br /&gt;
23:50:33&amp;lt;!ck&amp;gt; The problem is not only with the swimming but with the animation blending&lt;br /&gt;
23:50:48&amp;lt;!ck&amp;gt; so the same problem of incorrect blending might happen for other animations as well&lt;br /&gt;
23:51:17&amp;lt;!Newton&amp;gt; ah, well then&lt;br /&gt;
23:52:01&amp;lt;!Newton&amp;gt; I just think that providing 4 different swimming animations for every direction one seems to be the wrong approach&lt;br /&gt;
23:52:12&amp;lt;!Newton&amp;gt; better would be, to be able to set a rotation of the animation&lt;br /&gt;
23:52:33&amp;lt;!Newton&amp;gt; because i can really imagine that we want to rotate the clonk while climbing or hangling a little&lt;br /&gt;
23:52:39&amp;lt;!Newton&amp;gt; yeah even while running&lt;br /&gt;
23:53:05&amp;lt;!Newton&amp;gt; and partly really much while jumping and tumbling&lt;br /&gt;
23:53:45&amp;lt;!ck&amp;gt; that can also be done via an animation... i&#039;m not even sure it will look correct when just rotating one animation either&lt;br /&gt;
23:53:46&amp;lt;!Newton&amp;gt; having to create animations which are oriented slightly differently seems to be... err not the right way&lt;br /&gt;
23:54:22&amp;lt;!Newton&amp;gt; you mean a general &amp;quot;rotate&amp;quot; animation that is combineable with any other animation?&lt;br /&gt;
23:55:15&amp;lt;!ck&amp;gt; I had a different one for every possible animation in mind&lt;br /&gt;
23:55:26&amp;lt;!ck&amp;gt; Though I&#039;m not sure what makes most sense there from a modelling point of view&lt;br /&gt;
23:55:43&amp;lt;!ck&amp;gt; that is, whether there would be a difference in rotation for walking/climbing&lt;br /&gt;
23:56:04&amp;lt;!Newton&amp;gt; for walking and climbing... yeah for that you might be right&lt;br /&gt;
23:56:21&amp;lt;!Newton&amp;gt; but definitely not for jumping and not for hangling&lt;br /&gt;
23:58:07&amp;lt;!ck&amp;gt; Maybe let&#039;s just try out both ways and see which one works better&lt;br /&gt;
23:58:30&amp;lt;!ck&amp;gt; or try one, and switch if we encounter inherent problems&lt;br /&gt;
23:58:56&amp;lt;!ck&amp;gt; But I think these kind of problems can be solved by trying things out and experimenting rather than by thinking too much ;)&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Clonk-Karl</name></author>
	</entry>
</feed>