<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.openclonk.org/index.php?action=history&amp;feed=atom&amp;title=IRCMeeting%2F20100301</id>
	<title>IRCMeeting/20100301 - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.openclonk.org/index.php?action=history&amp;feed=atom&amp;title=IRCMeeting%2F20100301"/>
	<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100301&amp;action=history"/>
	<updated>2026-04-28T21:01:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=IRCMeeting/20100301&amp;diff=418&amp;oldid=prev</id>
		<title>Clonk-Karl: Provide log for Monday&#039;s meeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=IRCMeeting/20100301&amp;diff=418&amp;oldid=prev"/>
		<updated>2010-03-02T19:46:44Z</updated>

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