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	<id>https://wiki.openclonk.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MimmoO</id>
	<title>OpenClonk Wiki - User contributions [en]</title>
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	<updated>2026-04-06T06:47:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=295</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=295"/>
		<updated>2010-01-25T21:35:06Z</updated>

		<summary type="html">&lt;p&gt;MimmoO: /* 2010-01-25 */&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;
|2010-01-18&lt;br /&gt;
|[[IRCMeeting/20100118|IRC Log]]&lt;br /&gt;
|[[IRCMeeting/20100118-gobby|Gobby Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MimmoO</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100125&amp;diff=294</id>
		<title>IRCMeeting/20100125</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100125&amp;diff=294"/>
		<updated>2010-01-25T21:34:38Z</updated>

		<summary type="html">&lt;p&gt;MimmoO: Created page with &amp;#039;== Full Log == &amp;lt;pre&amp;gt;[19:10] &amp;lt;!Newton&amp;gt; ok, meeting start!@19:10 [19:10] &amp;lt;!Zapper&amp;gt; gogo RAGE PeterW! [19:10] &amp;lt;!Newton&amp;gt; who moderates? [19:10] &amp;lt;!Mimmo_O&amp;gt; i could. [19:10] &amp;lt;!Mimmo_O&amp;gt;…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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>MimmoO</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=293</id>
		<title>IRCMeeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting&amp;diff=293"/>
		<updated>2010-01-25T21:30:52Z</updated>

		<summary type="html">&lt;p&gt;MimmoO: /* Past meetings */&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;br /&gt;
&lt;br /&gt;
&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;
|-&lt;br /&gt;
|2010-01-25&lt;br /&gt;
|[[IRCMeeting/20100125|IRC Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MimmoO</name></author>
	</entry>
</feed>