IRCMeeting/20100118: Difference between revisions
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== Summary == | |||
* Future meetings weekly at 18:00 UTC (19:00 CET, 13:00 EST) | |||
** Rotating moderators | |||
* ck: Mesh rendering on its way | |||
** animation stack (http://forum.openclonk.org/topic_show.pl?pid=5302#pid5302) | |||
** experimental features (perspective rendering) | |||
* Isilkor: Long C4IDs | |||
** need some polish, are usable | |||
** namespaces? | |||
* Maikel: Animal AI | |||
* Newton: HUD complete except for some bugs and a few engine features | |||
** Upcoming: Menus, Gamepad controls | |||
* Blogs | |||
** "news light" | |||
** Newton will set one up | |||
* Wiki | |||
** to contain FAQs regarding OC dev, game | |||
** clearer structure needed | |||
* Roadmap | |||
** We want something playable for OCM in April, see [[IRCMeeting/20100118-gobby|gobby log]] | |||
== Full Log == | |||
<pre>19:11:45<!Mimmo_O> i think newton forgot about the time | <pre>19:11:45<!Mimmo_O> i think newton forgot about the time | ||
19:11:52<!Mimmo_O> or maybe hell join us in 48 minutes | 19:11:52<!Mimmo_O> or maybe hell join us in 48 minutes |
Latest revision as of 18:39, 19 January 2010
Summary
- Future meetings weekly at 18:00 UTC (19:00 CET, 13:00 EST)
- Rotating moderators
- ck: Mesh rendering on its way
- animation stack (http://forum.openclonk.org/topic_show.pl?pid=5302#pid5302)
- experimental features (perspective rendering)
- Isilkor: Long C4IDs
- need some polish, are usable
- namespaces?
- Maikel: Animal AI
- Newton: HUD complete except for some bugs and a few engine features
- Upcoming: Menus, Gamepad controls
- Blogs
- "news light"
- Newton will set one up
- Wiki
- to contain FAQs regarding OC dev, game
- clearer structure needed
- Roadmap
- We want something playable for OCM in April, see gobby log
Full Log
19:11:45<!Mimmo_O> i think newton forgot about the time 19:11:52<!Mimmo_O> or maybe hell join us in 48 minutes 19:11:53<!Isilkor> Well, this meeting is off to a great start 19:12:35<!Isilkor> Which means I'll wrest control from him and just use the agenda he posted on the forums 19:12:49<!Randrian> hmm I am sorry, but I have to join dinner now... I'll join later 19:13:20<!Isilkor> Welcome to the first OpenClonk developer IRC meeting. We're trying to be constructive here, so please don't disrupt the discussion (too much). 19:13:40<!Maikel> Ty :) 19:14:21< Asmageddon> So that eeting was meant to be IRC meeting? 19:14:24<!Isilkor> I'll be providing a short summary of the meeting afterwards. 19:14:44-!- Newton [~Miranda@euirc-93eb52c2.adsl.alicedsl.de] has joined #openclonk-dev 19:14:45-!- mode/#openclonk-dev [+ao Newton Newton] by ChanServ 19:14:45<!ck> I also suggest to put the logs online, accessible from the wiki 19:14:45<!Isilkor> Asmageddon: We're doing a short weekly meeting to steer the project in a general direction 19:14:48<!Zapper> yo newton 19:14:55<!Isilkor> As a first, I'm going to assume that the time and place is acceptable for everyone. If there's any problems, please speak up now. 19:15:05<!Isilkor> ck: Can do. 19:15:06<!Newton> hey guys 19:15:16<!Maikel> hi 19:15:27<!Isilkor> Newton: We're just about to start, do you want to take the helm? 19:15:28< Asmageddon> hello! 19:15:28<!Newton> sorry for the lateness 19:15:58<!Newton> is everyone there? 19:16:10<!ck> I'd prefer if we could start about an hour later in future, though 19:00 is also OK if anybody objects 19:16:11<!Zapper> Well, I am 19:16:36<!Isilkor> Randrian will join us later 19:17:01<!Newton> so do we start at 19:00 or 20:00 in the future? 19:17:11<!Mimmo_O> Newton! 19:17:18<!Newton> Isilkor: ok@helm 19:17:30<!Isilkor> I'd prefer 19:00, but I'd be willing to compromise ;) 19:17:34<!Newton> same here 19:17:41<!Maikel> I don't care. 19:17:58<!Maikel> dependent on the length of the meetings. 19:18:14<!Mimmo_O> yeh 19:18:15<!Newton> hm, then lets stick to 19:00 for now 19:18:47<!Newton> do you think we should keep some kind of protocol of the meetings? 19:19:15< Asmageddon> what for? 19:19:16<!ck> I think it's enough to put the IRC logs online, and maybe a short summary 19:19:17< s_m_w> Logs are usually enough for meetings held on IRC 19:19:35<!Mimmo_O> yop 19:19:37<!Newton> but then, we still need someone to do that 19:19:44<!Maikel> I'll 19:19:46<!Isilkor> I'm doing it 19:19:49<!ck> Isilkor volunteered for today.. 19:19:50<!Newton> fight for it 19:19:54<!Newton> ok 19:20:09<!Maikel> do>will 19:20:34<!Newton> I think its better if we have any additional TOPs, to mention them now even though we dont have to be that official 19:20:46<!Newton> anybody has something he wants to talk about? 19:21:03<!Mimmo_O> nothing really important 19:21:04< Asmageddon> I have 19:21:07<!Maikel> TOP = Topic? 19:21:12< Asmageddon> But nothing so important 19:21:16<!Newton> Maikel: yes, Agenda point 19:21:18<!Mimmo_O> TagesOrdnungsPunkte 19:21:25<!Newton> oh@TOP 19:21:27<!Newton> so its german 19:21:28<!Newton> anyway 19:21:37<!Newton> Asmageddon? 19:21:47<!Mimmo_O> i know that frm my german lessons :S we need to keep protocol of every hour. 19:21:49< Asmageddon> Wait a moment, I'm eating :P 19:22:05<!Newton> err ok. Then I'll mention my point 19:22:22<!Maikel> Maybe we can end with topics suggested during discussion, and start with the predefined agenda. 19:22:39<!Newton> yes, that would be another option 19:22:56<!Newton> however i fear that later (at point 5), the whole meeting will start to dissolve a little 19:22:59<!Maikel> For the future, just start with your point for now 19:23:31< Asmageddon> Ok, I want lightning system, not neccesarily dynamic, can be precalculated and updated when terrain is modified or light added/removed 19:23:40< Asmageddon> If you want I have example images made in GIMP 19:23:42< Asmageddon> but they are a bit big 19:23:55< Asmageddon> And it will take some time to upload them with my internet 19:24:21<!Newton> Asmageddon: this is more of a feature request and does not belong here. You'd better post that into the forum. We are now talking about more basic concepts 19:24:22< Ape> Make them JPEG and they will be small(?) 19:24:35< Asmageddon> Ok, forget that 19:24:46< Asmageddon> That is not feature request 19:24:49< Asmageddon> It is a suggestion 19:24:56< Asmageddon> it will make OC look WAY better 19:25:07<!Newton> ok 19:25:08<!Newton> anyway 19:25:08< Asmageddon> which can eventually make more people to play OC 19:25:28<!Isilkor> That is fine and all, but in the end it's still a feature request 19:25:32<!Newton> My agenda point: With property lists, effect vars, local vars and script constant callbacks ("IsArrow"), the whole design pattern of which goes where is a bit softened 19:25:47<+Matthi> (Asmageddon: As right as your point may be: please don't forget that currently, there isn't even a GAME one could play) 19:26:13< Asmageddon> ok :/ 19:26:15<!Newton> + e.g. Visibility as a property, but not GetXDir 19:26:25<!Newton> I'd like to talk about that later, before point 5 perhaps 19:26:50<!Zapper> and what to talk about now? :o 19:26:57<!Newton> except you would like to postpone that to a later session or rather discuss it in the forum 19:27:22<!Newton> Zapper: what do you mean? 19:27:32<+Matthi> "Where do we start" 19:27:37< Ape> Matthi brought up an important issue. We have to make this game playable as quickly as possible. 19:27:55<!Maikel> That's what this meeting is for. 19:28:14<!ck> For me it's OK to discuss it today I guess. Not sure I have a strong opinion though. 19:28:15<!Newton> hmm, its not optimal that only the devs know of the agenda while the meeting itself is not moderated (=non-devs can talk too) 19:28:31<!Isilkor> Newton: move the agenda to the open forums then 19:28:35<!Isilkor> announcements or something 19:28:49<!Isilkor> or just post it here 19:28:54<!Newton> Ape, Asmageddon: http://forum.openclonk.org/topic_show.pl?tid=328 19:29:04< Ape> Thanks 19:29:48<!Newton> okay, I think the organizational stuff is finished. I propose that next time, we'll just find another moderator, we dont need to define some specific order 19:29:53<!Newton> point 2, status updates 19:30:16<!Newton> lets take the turns from top to down from the nicklist 19:30:19<!Newton> ck? 19:30:31<!ck> I'm busy with the mesh animation stuff 19:31:03<!ck> Turned out to be not as easy as I thought to provide a somewhat general mechanism with an easy-to-use (C4Script) API 19:31:18< Asmageddon> That gobby is a clone of another program like that 19:31:21< Asmageddon> But guess that is unimportant 19:31:23< Asmageddon> sorry :P 19:31:39<!ck> The goal is basically to get the swimming animation correct 19:31:56< Asmageddon> IMO swimming animation is good 19:32:03<!Newton> Asmageddon, please 19:32:04< Asmageddon> a 'bit' strange, but good 19:32:05<!ck> It's displayed incorrect however 19:32:20< Asmageddon> Ok, sorry :( 19:32:42<!ck> I guess I'll end up with something similar to the Stack system I proposed in the forums 19:33:15<!ck> Where each node in the stack can again be a combination of multiple animations 19:33:41<!Newton> the stack system you posted in the forum is not implemented yet? 19:33:43<!ck> Probably this is not the right place to express my thoughts, but I'll add a documentation page once this is working as I want it 19:34:33<!ck> No, it isn't. It partly is on my computer only, but it turned out to be not as easy to use as I'd like it to 19:34:49<!Newton> ok 19:35:16<!ck> And after that there is many more mesh stuff to keep me busy for quite a while ;) 19:36:11<!ck> (like trying out fixed point math or perspective rendering) 19:36:18<!Randrian> re 19:36:23-!- Irssi: #openclonk-dev: Total of 25 nicks [3 ops, 0 halfops, 2 voices, 20 normal] 19:36:28<!ck> Guess that's it from my side 19:36:53<!ck> So I think is it Isilkor's turn then 19:36:56<!Newton> .oO(wow, perspective rendering. Thats a feature I desire highly) 19:37:02<!Maikel> What about some models which use, UV,shaders(what do i know), is that hard to implement? 19:37:37<!ck> Maikel: not sure. I guess it's not hard, but requires some time 19:38:21<!ck> it's still on the agenda, just not with as much as priority as the ones I mentioned above 19:38:31< Ape> What is the point of perspective rendering if all the objects are on the same surface and has not much depth out of it? 19:38:59<!ck> The Clonk looks fine without, so it should be possible to get other (less complex?) model to do the same, right? 19:39:10<!ck> Ape: For ingame pictures basically 19:39:21<!Randrian> well the sprites for CR always were rendert orthogonally 19:39:32<!ck> As displayed for example in the HUD 19:39:46<!Newton> Ape: there has been already a discussion of that in the forum and it turned out that perspective rendering is applicable (and looks good) to a certain limit 19:39:50<!Isilkor> ck: The mesh rendering doesn't actually require fixpoint math, does it? 19:40:02<!Isilkor> It's just graphics anyway, so doesn't need to be in perfect sync 19:40:08<!Randrian> no, but attaching 19:40:14<!Randrian> attaching to bones needs that 19:40:17<!ck> Isilkor: No, but it is desirable to query vertex/bone positions in script 19:40:39<!ck> Randrian also suggested to make use of "ground bones" to aid in synchronizing the mesh animation with the object movement 19:41:11<!ck> That is, move an object according to a specific bone's position in the mesh 19:41:41<!ck> Of course the first step is to find out its impact on performance, and then we can still decide whether it's a good idea or not 19:42:54<!ck> (Another feature would be to mount a clonk correctly on a horse) 19:43:51<!Newton> as long as the bone position cant be queried but only certain meshes attached to it, the math doesnt have to be integer, no? 19:44:04<!Newton> (meshes, not objects) 19:44:30<!ck> Sure, but we might also want to put the Clonk as an object at the correct location 19:45:02<!ck> For collision detection to work correctly 19:45:06<!Newton> ah right, I was thinking of the sword in the hand of the clonk and such 19:45:31<!ck> In that case attaching just meshes should work (and that's even implemented already) 19:45:39<!Maikel> That's quite crucial. 19:46:55<!Newton> hm alright. I got some open items about mesh rendering too, but this doesnt belong here now. Ill get back to that later 19:47:07<!Newton> now, lets switch to Isilkor? 19:47:52<!Isilkor> My patch to implement >4 char C4IDs just needs some more polish, but otherwise seems quite solid 19:48:52<!Isilkor> There's obviously the problem of having optional definitions which would lead to syntax errors if they're used without checking 19:49:17<!Newton> optional defintions? 19:49:46<!ck> I think it's good to access those via C4Id, or a GetDefinition() loop, and to be able to rely on the required definitions to be available 19:49:50<!Isilkor> Stuff that you might want to check for, but isn't always loaded 19:49:54< Ape> Do we have a standard on the ID lenght? Should the names be as long as needed or should we prefer some a fixed lenght (like 4)? 19:49:58<!Maikel> Would that allow for C4IDs with variable length? 19:50:12<!Isilkor> They would allow for C4IDs of arbitrary identifiers 19:50:25<!Isilkor> so, things like OC_Library_Inventory 19:51:23<!Newton> I don't find the forum topic for that and I dont remember if this question has been discussed: 19:51:29<!Newton> are all C4IDs reserved words? In the sense that e.g. the C4ID of the clonk is 'Clonk': var Clonk = GetHiRank(0); Clonk->GetCategory() 19:51:49<!Isilkor> no, they aren't. They're just global constants. 19:52:32<!Newton> so I should not name a variable "Clonk", well but if I do, I can not access the global constant 'Clonk' in the scope of the variable 'Clonk' 19:52:38<!Newton> +? 19:52:55-!- Asmageddon [5570c416@euirc-c30e4972.mibbit.com] has quit [Quit: http://www.mibbit.com ajax IRC Client] 19:52:56<!Isilkor> yes, obviously. If you declare a local variable with the same name, it hides the constant. 19:53:09<!Isilkor> You can access it via C4Id("Clonk") though 19:53:26< Ape> I believe this is the forum topic for this: http://forum.openclonk.org/topic_show.pl?tid=195 19:53:41<!Newton> cool, then thats not an issue. I guess the standard will be to id objects with a big first letter (Clonk), variables are normally named with a small first letter (clonk) 19:54:36<!Maikel> We could also name everything OC_*, but some sort of ID-list in the wiki wouldn't be a bad thing, I guess. 19:55:02<!Isilkor> In the absence of namespaces, we should still name it OC_*, even with an ID list. 19:55:16<!Newton> at least we should agree on some naming scheme as soon as the feature is ~done 19:55:30<!ck> Do we have some C4Script style guidelines somewhere? 19:55:33< Ape> Can't it be ID->Clonk or something like that? 19:56:03<!Zapper> Ape, that looks as if "ID" was an object 19:56:08<!Newton> ck: Clonkonaut started it once: http://forum.openclonk.org/topic_show.pl?pid=4221;hl=style%20guidelines 19:56:35< Ape> Well it could be an object that is used to get the objects for IDs 19:57:09< loriel> I think it should be "Core_" or something rather than OC_, so it indicates where the IDs are from rather than trademarking them. 19:57:31<!Zapper> agreed 19:57:52<!Newton> hmm 19:57:55<!Newton> Core_Clonk? 19:58:03<!Newton> sounds a bit unnecessary 19:58:16<!ck> As unnecessary as OC_Clonk would be... 19:58:21<!Isilkor> Newton: Some kind of namespacing is necessary 19:58:32<!Isilkor> otherwise we'll get collisions 19:59:00< loriel> I am not entirely happy with the "OC_" name because at some point someone is going to want to rename the whole thing like it happened between CP, CE and CR at the least, and then there are all those outdated OC_ prefixes stuck all over the project :) 19:59:06<!Newton> how would the namespaces look?@Syntax 19:59:09-!- pluto [~pluto@82.113.106.euirc-d8d72950] has joined #openclonk-dev 19:59:20<!Zapper> There are still people who don't like the name "OpenClonk". I'd prefer Core/anything else over OC_ 19:59:46< Ape> object.core.flint and object.apepack.megabomb? 19:59:57<!Zapper> I like the C++ style 20:00:06<!Newton> Core::Clonk 20:00:17<!Zapper> I think a point/-> should be reserved for example for stuff with real objects 20:00:21< loriel> On the other hand, a name like "Core" kind of prevents stuff from being split into a separate package at a later point, if that would be desirable. 20:00:23<!Maikel> Whatever types the easiest. 20:00:45<!ck> Well, we don't need to agree on a name right now 20:01:21< loriel> (I was just trying to start an argument about the name, not the syntax. If I understand this right, the _ thing would work right now without messing with the parser.) 20:01:28<!Isilkor> loriel: yes 20:01:43<!Isilkor> but foo::C4ID-> doesn't work anyway, so we can use :: to separate namespaces 20:02:16<!ck> I guess you mean C4ID::foo->? :) 20:02:29<!Isilkor> Uh... maybe ;) 20:02:55<!Newton> lets postpone that discussion of the name of the namespaces (and its syntax) to a later meeting. The feature is not finished yet anyway 20:03:08<!ck> I forum poll might also do it 20:03:18<!ck> once we have a few suggestions 20:03:28<!Maikel> C_ 20:03:42<!Mimmo_O> or c.clonk 20:03:44<!Mimmo_O> c.hut 20:04:01-!- clonkine [~clonkine@euirc-0184f4a7.dynamic.qsc.de] has joined #openclonk-dev 20:04:09<!Newton> I'd say, let Isilkor do his thing and after the commit, we already have one suggestion (the one of Isilkor) and based on that, we can perhaps discuss it 20:04:11<!Mimmo_O> hallo clonkine 20:04:14< clonkine> hi 20:04:19<!Newton> its nothing we can't change later 20:04:38<!Maikel> Ok, my turn(we need to speed this up) 20:05:42<!Maikel> I tried to C4Script Disasters and some Animals, but got stuck for now because of the animations, and the scenario.txt interface might be changed. 20:05:50<!Newton> (yes, the temptation to start a discussion over the update is very high. I'll try to cut the discussion if it gets too long) 20:06:18<!Newton> the scenario.txt interface might be changed? 20:06:29<!Maikel> Also the with Command() System is somewhat hard to implement, basic AI stuff 20:06:53<!Zapper> AI stuff? like movement in a landscape? 20:06:57<!Zapper> or other AI stuff? 20:07:00<!Maikel> http://forum.openclonk.org/topic_show.pl?tid=326#pid5330 20:07:15<!Maikel> Well "Call"is only called once 20:07:25<!ck> What's the problem with animations? You mean the models not be loaded entirely? 20:07:30<!Maikel> yes 20:07:34<!ck> OK 20:08:20<!Maikel> So I guess it is nearly impossible to implement something like "Energy" in C4Script 20:08:35<!Zapper> ? 20:08:52<!Zapper> I don't know why you need the Call-Command. For periodic timers? 20:09:26<!Maikel> Ok you could do anything with effects 20:09:39<!Mimmo_O> ill take a shower now. im back in about 20 minutes. 20:09:45<!ck> Can't you just schedule another Call command in your callback? 20:10:19<!Newton> hmm, I am not sure myself what the exact problem is, but to clarify this problem shouldnt be part of the status update 20:10:24<!Newton> lets do that later, shall we? 20:10:30<!Maikel> Yes next. 20:10:40<!Zapper> Mimmo is gone. So, newton? 20:10:45<!Newton> ok 20:11:21<!Newton> the last 2 months or so I have been working on the script side of new controls (together with Sven2) 20:11:34<!Newton> and the hud 20:12:09<!Newton> basically to finish what I wrote in the HUD Konzept: http://forum.openclonk.org/topic_show.pl?tid=297 20:12:36<!Newton> apart from few bugs and some missing engine features (in the bugtracker), its now done 20:12:48-!- Sven2 [_ve_2@goldwipf.de] has joined #openclonk-dev 20:12:51-!- mode/#openclonk-dev [+ao Sven2 Sven2] by ChanServ 20:13:11<!Newton> the weapons-system if one can call it like that, is done, too. Again a few engine features are missing 20:13:42<!Newton> next I wanted to focus on A) Gamepad controls and B) menus 20:13:47<!Sven2> Hey 20:14:01<!Zapper> Also the close combat weapons? 20:14:06<!Zapper> Or just the ranged ones? 20:14:21<!Newton> for B) I have to confess that I can't do so much script side, so I am waiting for - hi Sven2! - Sven2 to do something in that case ;-) 20:14:23-!- pluto [~pluto@82.113.106.euirc-d8d72950] has left #openclonk-dev [] 20:14:51<!Zapper> Or, did you do the object-side (like, real weapons) or the interface in the Clonk for weapons? 20:14:53<!Newton> for A), i wanted to wait how the transfer-contents-with-menus ( B) ) turns out 20:15:14< clonkine> poor Sven2 20:15:19<!Newton> Zapper: if you look at the bow, there is not much of a "system" there, it is not needed either 20:15:44<!Zapper> Otherwise the "weapons system" (aka the templates) for close combat weapons would be what I would do next 20:15:55<!Randrian> well I started to implement a bit the sword and the animation side of it; the strike animation and so 20:15:55<!Newton> The ControlUse* commands are basically enough for weapons. A little procedure-check here, a delay there and done is the weapon script 20:16:49<!Zapper> Randrian, imo we should have it that way that we have one template and the weapons just have to implement some callbacks (like in hazard) 20:16:53<!Newton> Ringwaul actually tried to create such a template in the tradition of hte Hazard-weapons-template, but it didnt turn out to be too useful 20:17:04<!Maikel> Well it get's harder if for example two swords hit each other, or? 20:17:10<!Zapper> for example! 20:17:17<!Newton> Zapper: Have a look at the bow. There is no need for a system 20:17:31<!Randrian> well two swords that shall hit each other will be difficult. 20:17:37<!Randrian> I would pefere a blocking animation. 20:17:52<!Randrian> not just some random "hit" of two swords. 20:18:06<!Newton> but before we dive into some kind of discussion here if a basic object to include from is wise or not, let me just mention one more thing and then Randrian has the word: 20:18:23<!Randrian> ok sorry 20:18:58<!Newton> I created some kind of ammunition system, based on a includable library object named "Stackable" (also posted it in the forum) which is from the concept similar to arrows 20:19:01<!Zapper> Well, Newton. The ideal weaponscript would look like that: func IsAmmunition(obj){return obj->~Isarrow();} func ShootingBehavior(){return STRAIGHT;} fiinished 20:19:35<!Newton> so the ammunition used for weapons and other stuff are actually still objects and also the objects which are shot (as opposed to hazard) 20:20:05<!Newton> I can tell you more abou the details later but for that, you should perhaps read the Bow- and Arrow-scripts first so that we are on the same level 20:20:08<!Newton> Randrian, your turn 20:20:13<!Zapper> I just read the bow script :< 20:20:54<!Randrian> well I have worked on the animations for the clonk. 20:21:16<!Randrian> for further progress it would be good to have ck's new animation system ready. 20:21:25<!Randrian> cause the script interface changes a lot with it. 20:21:39<!Mimmo_O> okay, re 20:22:25<!Randrian> I also think I have to change quite a bit about the rig, cause it isn't perfect for all types of animations yet. 20:22:39<!Randrian> well and all the animations still need some tweaks. 20:23:05<!Randrian> I also have made first steps with meshes attached to the clonk. 20:23:15<!Randrian> for example the clonk holding the sword and striking with it. 20:23:24<!Randrian> or the clonk holding the bow and animing with it. 20:23:42<!Newton> nice 20:23:53<!Randrian> its a bit difficult to get the orientation in Blender right, so the mesh is shown correct ingame 20:24:16<!ck> Let me know if there is something I can do in the engine to help you with that 20:24:32<!Randrian> the problem is, that when the mesh has a rotation in Blender (more precisly, the object of the mesh has a rotation assigned to it) 20:24:49<!Randrian> I think these rotations aren't shown ingame. 20:24:54<!Mimmo_O> ive done almost nothing :s i was just strawing around in the forum and posting smoe ideas, but nothing really special 20:25:14<!ck> Randrian: Would be cool if you can hand me a simple example object 20:25:20<!ck> I might have a look then 20:25:28<!Randrian> yes ok, I can make you an example. 20:25:56<!Randrian> I also got problems latly with exporting the female clonk, cause the animations somehow were wrong. 20:26:08<!Randrian> I don't quit know, if it was caused by Blender. 20:26:42<!Randrian> Blender can assign Armatures to meshes by parenting and also by using a modifier. 20:26:59<!Randrian> the female just had the armature parented, the male had both. 20:27:07<!Randrian> it was a bit strange. 20:27:45<!ck> maybe try whether it's also broken in an independant ogre mesh viewer. If so, make the model available to me and I'll see what I can do :) 20:27:46<!Zapper> As for me, I have not done much lately either. I started with an "animal" (mainly for experimenting with proplists and stuff) and thought I could do the close combat system next 20:28:15-!- Randrian_ [~randrian@euirc-a663a039.83.171.156.179.ip-pool.NEFkom.net] has joined #openclonk-dev 20:28:30< Randrian_> args internet... 20:28:32< Randrian_> <Randrian> yes ok, I can make you an example. 20:28:36< Randrian_> <Randrian> I also got problems latly with exporting the female clonk, cause the animations somehow were wrong. 20:28:38< Randrian_> <Randrian> I don't quit know, if it was caused by Blender. 20:28:40< Randrian_> <Randrian> Blender can assign Armatures to meshes by parenting and also by using a modifier. 20:28:42< Randrian_> <Randrian> the female just had the armature parented, the male had both. 20:28:44< Randrian_> <Randrian> it was a bit strange. 20:28:46< Randrian_> <Randrian> and I didn't manage to get the orientation of the bow right up till now. 20:29:09<!Newton> [20:28] Zapper: As for me, I have not done much lately either. I started with an "animal" (mainly for experimenting with proplists and stuff) and thought I could do the close combat system next 20:29:09<!Newton> [20:28] ck: maybe try whether it's also broken in an independant ogre mesh viewer. If so, make the model available to me and I'll see what I can do :) 20:29:45<!Mimmo_O> ive done almost nothing :s i was just strawing around in the forum and posting smoe ideas, but nothing certain for OC. 20:30:15< Randrian_> well the close combat system can be difficult, if it isn't done along with the animatiions. 20:30:47<!Newton> I also think that 90% of the close combat is animation-stuff as long as the system itself is not something elaborate 20:30:56< Randrian_> yes. 20:31:24<!Newton> (and with only one button=function available, it might be hard to do something elaborate ;-)) 20:31:27<!Mimmo_O> will there be improvements in the close combat system? 20:31:31< Randrian_> well, the system can be more complex with the mouse move. Cliking and moving the mouse up could result in a strike up. 20:31:46<!Newton> yes, that would be possible 20:31:55<!Maikel> Someone else who wants to share what he/she was working on, I think we can end point 2 20:32:05<!Newton> Mimmo: I don't think that we stick in any way to the old system of "automatic fight" 20:32:11<!Zapper> <Newton> (and with only one button=function available, it might be hard to do something elaborate ;-)) <- well, I plan to use the acceleration of the clonk for stuff 20:32:12<!Mimmo_O> good 20:32:14<!Newton> well, there is still Sven2 20:32:16<!Mimmo_O> it was somehow terrible. 20:32:16<!Newton> @point 2 20:32:20<!Zapper> for example 20:32:30<!Maikel> Oh yes, Sry 20:32:36<!Newton> if he is still there 20:33:08-!- Randrian [~randrian@der.richard.im.euirc.net] has quit [Ping timeout] 20:33:09<!Maikel> A sword can also strike differently dependent on where you click relative to the clonk 20:33:12<!Zapper> Sven has no highlighting enabled as far as I know - will be quite hard to get him here :o 20:33:28<!Mimmo_O> hm, Maikel 20:33:30<!Newton> hmm, then perhaps later he returns 20:33:35<!Mimmo_O> that would result in just klicking and clicking 20:33:40<!Zapper> even later? :o 20:33:44<!Mimmo_O> then, suddenly, you stop fighting and accidently throw something away 20:33:53<!Newton> but well, I know what he was working on, so I can sum it up 20:34:04<!Zapper> I think throwing stuff away should _always_ be just on Shift+Click btw 20:34:08<!Zapper> Just to throw that in 20:34:15<!Mimmo_O> yes, same here 20:34:26<!Maikel> No, not for gold and rocks 20:34:47<!Maikel> Everything with ControlUse() { return true;} already does that 20:35:09<!Zapper> Gold and Rocks don't have ControlUse(){return true;} 20:35:19<!Zapper> I think we should have one behaviour everywhere 20:35:28<!Newton> okay, this shouldn't be discussed now 20:35:39<!Newton> I noted it down as something to discuss later 20:35:50<!Maikel> k 20:35:56<!Newton> I'll sum up really short was Sven has been working on well, during silvester 20:36:32<!Newton> The PlrControls are not quite finished yet. Some features are missing, some features that have been documented already are also missing 20:36:32<!Sven2> Sorry, was afk 20:36:42<!Newton> but as you can see, most of it works... 20:36:48<!Newton> ah well, you have the word 20:36:50<!Sven2> Yes, menus are on the list 20:37:26<!Sven2> Well, I thought about re-implementing controls for classic menus (really just a few bugixes I think) and then allow custom dialogs 20:38:05<!Sven2> Custom dialogs should cover stuff like PeterW mentioned in the forum; the overhead building menus 20:38:50<!Sven2> Anyway, what kind of stuff is really missing in the engine right now? 20:39:10<!Sven2> I don't think it's menus, because those aren't used anywhere yet? 20:39:38<!Newton> how can I use menus if they are not implemented yet? I need non-modal menus ^^ 20:40:12<!Sven2> Is that in the bugtracker yet? 20:40:35<!Sven2> I believe it can be done quite easily. Though getting multiple menus per viewport might be difficult 20:40:41<!Newton> the other stuff that is 'really' missing are (from my side) a few single features that are all in the bugtracker 20:40:46<!Sven2> How are you supposed to control them by gamepad if they're not modal? 20:41:12<!Newton> the custom dialog stuff is not in the bugtracker though because I was thinking you have a concept for that 20:41:39<!Newton> Sven2: that is the question@how to control by gamepad 20:41:41<!Sven2> Basically, it's supposed to be a bunch of functions like CreateDialog, AddDialogItem, etc. 20:42:39<!Newton> (what we need is a concept for dialogs that work for mouse controls and non-mouse controls [gamepad] alike. I didnt think of anything yet) 20:42:47<!Sven2> Though I also thought about a different concept to have just CreateDialog(dlg) /UpdateDialog(handle, dlg) /DestroyDialog(handle) and have "dlg" be a proplist that contains all dialog information 20:45:31<!Newton> I am more concerned that a dialog-system that works good for mouse won't work with gamepad. I will start some topic to find how contents-transfer could work with gamepad (e.g. how it works in other console games with inventory and items) 20:45:46<!Newton> otherwise, I think we are done with point 2? 20:46:26<!Maikel> yes 20:46:27<!Sven2> You would need the concept of a "focused" dialog for gamepad control 20:46:55<!Newton> point 3, Website: Blog, Homepage, Wiki 20:46:56<!Sven2> Even if it's not "modal", i.e. you could have seperate controls for dialog and Clonk control if your gamepad permits it 20:47:45<!Mimmo_O> (Sven2, stop) 20:47:53<!Zapper> I still think we can use the forum as a "blog" 20:48:18<!Mimmo_O> i think we should use something like a blog 20:48:19<!ck> Do you mean these blogs that are built in into mwf? 20:48:33<!ck> Like they were enabled in the english forums some time ago? 20:48:37<!Zapper> no, mawic disabled them 20:48:41<!Zapper> or, kicked them out 20:48:46<!ck> oh. 20:48:47<!Zapper> just make a subforum "blogs" 20:48:48<!Newton> yes@kicked them out 20:48:49<!Maikel> About the wiki: That should contain (now and in the future) all faqs regarding OpenClonk development, but for now it should be structured somewhat more clearer. 20:48:54<!Mimmo_O> if someone who is interested in OC comes to the site, he just sees some black/white page with a forum... nooone wants to read through it just to gather some informations 20:48:55<!Zapper> Where would be the difference to any other blog software? 20:49:08<!Newton> err, lets stick to the blog topic a few minutes, Maikel 20:49:38<!Newton> I agree to Mimmo actually. A subforum with forum topics, this is not a blog 20:49:45<!Mimmo_O> its Blog, Homepage, Wiki, not Wiki, blabla :p 20:49:47<!Newton> as much as Announcements is not a blog 20:49:50<!Sven2> If people want to start blogs, they will. Otherwise, they won't. I don't think a forum will change this 20:50:03<!ck> Zapper: Does mwf provide RSS feeds? 20:50:14<!ck> Trackbacks? 20:50:14<!Zapper> Uh, I dont know 20:50:35<!Newton> ck: yes, I tried to enable them a few times but it does only work properly if you have a proper server, not some CGI enabled webspace 20:50:53<!Maikel> Wouldn't be useful to establish that we have enough writers, to have at least one item a week? 20:51:08<!ck> I think the serendipity ones work on my shared hosting account 20:51:15<!Mimmo_O> i think we will come to at least 3 a week 20:51:31<!Newton> ck: can you post your serendipity blog link? 20:51:36<!Mimmo_O> if every developer has acces to write a new entry 20:51:41<!ck> Newton: http://arbur.net/serendipity 20:52:40<!Newton> why is serendipity > wordpress? For our use? 20:52:52<!ck> I didn't say that. 20:53:11<!ck> I just said its RSS feeds work on my (quite limited) webspace account. 20:53:13<!Newton> err, I didnt mean it that way 20:53:28<!ck> It's the only blog system I have experienced with, I can't say anything about wordpress 20:53:29<!Newton> but I want to set up a system and asking you (you in plural) which one to prefer 20:53:57<!Mimmo_O> i have no opinion to that, due to my lack of knowledge about them 20:54:05<!Mimmo_O> i would say "one which is easy to use" 20:54:11<!Sven2> So, this is like a more relaxed "news" column? 20:54:31<!Newton> ck: can one integrate the blog (or e.g. "the newest 3 items of the blog") in the mediawiki or in some otherwise plain HTML file (e.g. the homepage) 20:54:58<!ck> Sven2: kind of... to keep interested partys informed in a structured way 20:55:10<!Newton> Sven2: a developers blog. Clonk.de didnt have this... well perhaps later with ClonkX, a little 20:55:27<!ck> Newton: I think so, with some scripting. My blog is aggregated on planet.gnome.org 20:55:46<!ck> which basically displays recent entries 20:55:49<!Maikel> Then the role of news, would just be to announce new versions and beta-test, etc. 20:56:26<!Newton> what i'd like is that we all have a single login for the blog 20:56:52<!ck> oh, why that? 20:56:56<!Newton> (so that the devs don't need to register in 4 places for the website) 20:57:07<!Newton> already now, with bugtrack, wiki and forum its a bit much, dont you think? 20:57:30<!ck> It might be interesting who wrote a particular blog entry though... 20:57:39<!ck> +to know 20:57:47<!Maikel> Well we can sign it with our names 20:57:51<!Maikel> yes @ newton 20:58:31<!Newton> ok, Ill first install Serendipity and then we can play around with it a little before we finally settle with that 20:58:59<!Newton> next: wiki. Maikel? 20:59:27<!Maikel> About the wiki: That should contain (now and in the future) all faqs regarding OpenClonk development, but for now it should be structured somewhat more clearer. 20:59:40<!Maikel> A bit more structure would already do the job there. 21:00:02<!ck> Do you have something concrete in mind? 21:00:04<!Maikel> code style rules at the right place, etc. 21:00:25<!Maikel> Well there are numerous examples of opensource game sites 21:01:01<!Newton> hm, I dont see your ponit 21:01:04<!Newton> *point 21:01:17<!Maikel> I would separate the page in Getting started(to play clonk), Content development, Engine development 21:01:22<!Newton> the /Project page and everything below seems to be perfectly structured 21:01:38<!Newton> you mean the Home page? 21:02:04<!Maikel> No, for example the coding style stuff is missing 21:02:31<!Newton> hmm, right 21:02:38<!Newton> it was there somewhere though, no? 21:03:11<!Maikel> http://wiki.openclonk.org/w/Style_Guidelines 21:04:26<!Newton> hm anyway. I am not sure if we have to discuss this. The wiki was just grown how the people contributed it. Nobody will cry if you add some links and reorganize some pages 21:04:37<!Maikel> Indeed 21:06:00<!Newton> so, err. Go ahead ;-) 21:06:41<!Newton> Also, the links in the upper navigation are not out of concrete. If you want additional links or something, tell me 21:06:55<!Newton> which leads us to the homepage, I guess 21:07:03<!Maikel> I'd rather go to point 4, and leave that for now( we can discuss it in some weeks) 21:07:08<!Newton> ok 21:07:27<!Newton> goals, yeah 21:07:32-!- Randrian__ [~randrian@euirc-06a781a2.83.171.170.113.ip-pool.NEFkom.net] has joined #openclonk-dev 21:07:37<!Newton> but this requires that everybody is still here, i think 21:07:47<!Newton> motivation check! 21:07:48<!Mimmo_O> . 21:07:48<!Maikel> Yes HL? 21:07:56 * ck 21:08:00-Mimmo_O:#openclonk-dev- everyone is here! 21:08:14<!Zapper> ill be afk soon 21:08:29<!Sven2> Yes 21:08:30< Randrian__> what is the question? I was just disconnected 21:08:43<!Newton> if all are stil lthere, because we move to point 5 21:08:44<!Newton> Goals 21:08:52< Randrian__> \me is here 21:09:02 * Ape is here 21:09:09<!Newton> Maikel mentioned in the forum, that we need to set reachable goals (and make them public) 21:09:12<!Mimmo_O> *point 4 21:09:13<!Isilkor> You want to go to point 4 if everyone is here, but then rather go to 5? 21:09:17<!Isilkor> I don't quite get it 21:09:24<!Newton> oops 21:09:27<!Newton> sorry, point 4 21:09:34<!Maikel> So I would like to have a somewhat playable game before the OCM in april. That is some melee scenario's where one can use some weapons, flints dynamite, catapult, and test the clonk's controls 21:09:59<!Sven2> Skyrace is playable ;) 21:10:12<!Mimmo_O> i want the catapult to be controllable like the on in CX 21:10:18<!Mimmo_O> with catapulting clonks. 21:10:26<!Mimmo_O> (i already have scripted something like this for CR) 21:10:31<!Newton> that means, focus on melee and race, tools and weapons rather than buildings and such (until the OCM), right? 21:10:48<!Maikel> Yes, but if we provide like 5-10 scenario's (Melee's & Races) we can have our first "release" 21:11:03<!Zapper> I am still eager to build the weapons system :] 21:11:16<!Maikel> Yes newton 21:11:27<!Mimmo_O> imo we need bows, muskets, swords, shields 21:11:29<!Sven2> Concerning Races: I thought about calling them "Parcour" instead 21:11:30<!Mimmo_O> maybe axes 21:11:32<!Maikel> Has anyone something against this plan? 21:11:33<!Sven2> So we'd have a new name :) 21:11:39<!Mimmo_O> sven: good idea 21:11:42<!Zapper> I dont @maikel 21:11:51<!ck> Sounds reasonable. Might be good to be a bit more specific though. 21:11:54<!Mimmo_O> me neither 21:11:57<!Zapper> But we should also do the planned landscape improvements before the first "release" 21:12:03-!- Randrian_ [~randrian@euirc-a663a039.83.171.156.179.ip-pool.NEFkom.net] has quit [Ping timeout] 21:12:08<!Maikel> Yes that's what I'd like to do now 21:12:10<!Zapper> Be it proper hiding of the pixels (as discussed) or the polygon stuff 21:12:22<!Newton> that goal is very reachable, I think. Too bad that this means that we dont do anything with production lines, buildings, mining etc. (until then at least). But the good thing is that we are not dependent on the dialog system up and running -> I can start with gamepad controls 21:12:48<!Newton> what landscape improvements, Zapper? 21:12:53<!Newton> ah 21:13:11<!Zapper> I mean, I zoomed in (to be able to see my Clonks!) and was like ":(" 21:13:14<!Maikel> Personally I prefer settling too, but well Melee's are played so much more. 21:13:20<!Sven2> I think, most importantly, the landscape shouldn't be a blurry mess when zoomed in 21:13:30<!Mimmo_O> agreed 21:13:51<!Newton> well, I have been working on the polygon stuff but it is now frozen. It's my bachelors work and needs more time now (needs to be scientific and stuff ;-) ) 21:14:05<!ck> This basically requires higher resolved textures, right? 21:14:11<!Newton> I'll probably work on that after I finished gamepad controls and my exams are over 21:14:17<!Sven2> I think PeterW had a simple approach to use a 3x zooming algorithm 21:14:22<!Sven2> (gp3x?) 21:14:27<!Mimmo_O> (textures, i posted a link in the forum for cool ice-textures) 21:14:32<!Mimmo_O> (hahaha, "cool ice textures") 21:15:00<!ck> Sven2: I think the straight-forward way turned out to be too slow performance-wise if I remember correctly 21:15:07-!- JC-weg is now known as JCaesar 21:15:24<!ck> I'm not sure this was the end of the story though 21:15:29<!Sven2> Zooming the 8 bit landscape with some algorithm, then turn texture indices into textures in a shader? 21:17:13<!ck> Is there another way? 21:17:21<!Maikel> Should we start specifying what needs to be done to reach the goal(Etherpad?) 21:17:43<!Newton> mh 21:18:05<!Newton> I guess its clear whats our goal until the last week of march 21:18:26<!Newton> so yeah, I guess we can move to etherpad to do some concepts of what should be inside the "release" 21:18:33< Ape> Aren't we supposed to play with Gobby :D 21:18:47<!Newton> wait a moment 21:18:54<!Maikel> *shameredcheeks* I havn't installed it 21:19:02<!Maikel> afk 2min 21:19:06<!Newton> http://etherpad.com/Clonkpad 21:19:17<!Newton> hmm 21:19:22<!Newton> there is only one document in etherpad? 21:19:32<!ck> Yes, I think so 21:25:33<!Newton> I started a gobby session 21:25:41<!Newton> 92.224.25.239 port 11111 (version 0.4.12 stable) 21:25:43<!Maikel> 4.12? 21:25:46<!Newton> yes 21:25:51<!Maikel> reinstall 21:28:31<!Newton> hm whats that 21:28:38<!Newton> did gobby jsut crash? 21:28:43<!Newton> ah, it was just randrian 21:29:00<!Maikel> How can I see which colour is who? 21:29:27-!- Mortimer [~Martin@euirc-74bf8acf.extern.uni-duisburg-essen.de] has quit [Client exited] 21:29:31<!ck> Maikel: Klick the user list item in the toolbar 21:29:37-!- Randrian_ [~randrian@euirc-1ce9338b.83.171.188.109.ip-pool.NEFkom.net] has joined #openclonk-dev 21:30:11<!Sven2> I cant get into a document... 21:30:53<!ck> touble click an item in the document list, or select one and hit subscribe 21:31:26<!Sven2> Doesnt work 21:31:32<!Sven2> My chat doesnt seem to arrive either 21:32:02-!- Randrian__ [~randrian@euirc-06a781a2.83.171.170.113.ip-pool.NEFkom.net] has quit [Ping timeout] 21:32:08<!Sven2> And I lose connection after a while 21:32:23<!Newton> shit :o 21:34:02<!Sven2> Just changed my color 21:34:14<!Sven2> I can see your chat though 21:34:22<!ck> no idea. Does gobby.0x539.de:6522 work? 21:34:50<!Sven2> I installed the old over the new. Is that a problem? 21:35:35<!Sven2> Where is gobby.0x539.de:6522? 21:35:58<!ck> I can't think of any problems out of my head, but you might try reinstalling it into a clean directory 21:35:58<!Isilkor> newton 21:36:01<!Isilkor> the wiki is broken 21:36:02<!Isilkor> editing pages fails 21:36:21< s_m_w> I cannot get into any documents either. After double clicking, subscribe is greyed out but it still doesn't work 21:36:30<!ck> Use gobby.0x539.de as hostname and 6522 as port. It's another (public) server. 21:37:56<!Sven2> I reinstalled and got in now 21:41:56<!Sven2> Hm. Have to leave for the cinema now 21:43:21<!Maikel> We'll change stuff later I guess 21:43:29<!Maikel> on later occasions. 21:53:18<!Newton> Isilkor: whoa?? 21:53:49<!Isilkor> "A database query syntax error has occurred. [...] 1146: Table 'db1144497-wiki.wiki_tag_summary' doesn't exist (localhost)" 21:53:51<!Newton> what page exactly, Isilkor? For me it works 21:53:59<!Newton> hmm 21:54:01<!Isilkor> every page 21:54:19<!Newton> odd, for me it works 21:54:30<!Newton> ill be on that problem as soon as we are done in gobby 21:54:48<!Newton> i hope we can bring it to something substantial 21:55:42-!- Ape [~ape@euirc-7fdc53a9.dhcp.inet.fi] has quit [Client exited] 22:03:59-!- Phantomwipf is now known as Phanto^away 22:04:05-!- Randrian__ [~randrian@euirc-370b466d.83.171.161.68.ip-pool.NEFkom.net] has joined #openclonk-dev 22:06:04-!- Randrian_ [~randrian@euirc-1ce9338b.83.171.188.109.ip-pool.NEFkom.net] has quit [Ping timeout] 22:18:07<!Newton> shit 22:18:09<!Newton> gobby crashed 22:18:12<!Newton> someone save it 22:18:58<!ck> hrm 22:18:58<!ck> done 22:19:07<!Newton> can you reopen it? 22:19:09<!Mimmo_O> hab 22:19:24<!Mimmo_O> just reopen 22:19:45<!ck> on 0x539.de only, don't have access to the firewall here 22:20:02<!Newton> meaning you cant host? 22:20:06<!Mimmo_O> Newton, just rehost, ill paste everything 22:20:19<!ck> in that case all colors are lost 22:20:24<!Newton> oh, crashed again 22:20:26<!Newton> I'll reopen 22:20:45<!Newton> if you give me the session file 22:20:57<!Mimmo_O> they will also be lost if you save normally 22:21:16<!Newton> normally no 22:21:18<!Mimmo_O> i could only save the documents 22:21:23<!ck> mom 22:22:12<!Mimmo_O> whatever, i have to go 22:22:28<!Newton> yeah, it took really long 22:22:43<!ck> http://www-ekp.physik.uni-karlsruhe.de/~burgmeier/gobby.obby 22:22:46<!Newton> I want to try to get that meeting to an end too 22:23:23<!Newton> but the gobby session is the last point anyway 22:23:24<!Mimmo_O> if it does not work 22:23:28<!Mimmo_O> http://de.wiki.nosebud.de/paste/xlK44YJo.html 22:23:41<!Newton> because the distribution of work is already in the session 22:23:45<!Newton> reopen 22:24:05<!Mimmo_O> im off now 22:24:12<!Maikel> ok 22:24:18<!Maikel> cu 22:24:23<!Mimmo_O> good night 22:24:26<!ck> cya 22:24:35-!- Mimmo_O [~mimmoisgr@euirc-ae063962.dip0.t-ipconnect.de] has quit [Quit: ] 22:35:46<!Newton> err 22:35:51<!Newton> someone save the session please 22:36:01<!Newton> perhaps its just Randrian pinging out 22:36:38<!ck> it's still running, isn't it? 22:37:10-!- Randrian_ [~randrian@euirc-27f0becc.83.171.182.120.ip-pool.NEFkom.net] has joined #openclonk-dev 22:41:06-!- Randrian__ [~randrian@euirc-370b466d.83.171.161.68.ip-pool.NEFkom.net] has quit [Ping timeout] 22:44:32<!Newton> this meeting was even longer then I expected 22:44:41<!Newton> I'll summarize the Gobby session 22:45:14<!Maikel> Isolko-r would do the log 22:45:15<!Newton> and try to fix the wiki so that Isilkor can post the summary of the status updates (and point 3) in the wiki 22:45:27<!Newton> isilkor was not in the session 22:45:34<!Maikel> of irc 22:45:46<!ck> I can add the log of the gobby session 22:45:47<!Newton> thats what i said 22:46:21<!Newton> but first ill eat something. after that, wiki. 22:46:39<!Maikel> For next meetings anyone who is willing to contribute should be invited, and we should set up some guidelines to make the meetings shorter 22:48:48-!- stevi is now known as stevi`off 22:48:52<!ck> true. I still hope this was only so long because it was the first one 22:49:14<!ck> Maybe we'll also get some experience in constraining ourselves to the agenda :) 22:49:33<!Maikel> In our dreams maybe :P 22:49:44<!ck> Heh, give us a chance :) 22:49:51<!Newton> phew, by the way 22:50:04-!- Luchs^away is now known as Luchs 22:50:09<!Newton> i find a meeting over IRC a lot more tiresome then in real life 22:50:12<!Newton> but it was 4 hours too 22:50:31-!- Mortimer [~Mortimer@euirc-82816ebb.dip.t-dialin.net] has joined #openclonk-dev 22:51:26<!Maikel> You should do your thesis on teleportation ;) 22:51:48<!ck> we can try video conferencing next time :P 22:55:10<!Maikel> Got to go "The emergence of gravity through holographic scenario" is waiting for me at 9:00 22:55:13<!Maikel> Bye 22:56:51-!- Maikel [~maikeldev@euirc-49e109b6.speed.planet.nl] has quit [Life is too colorful...] 22:59:23<!Newton> ck, can you reproduce isilkors problem? 22:59:41<!ck> Newton: let me check. Just try to edit any page? 23:00:07<!Newton> yes 23:00:23<!Newton> for me, it works. Thats why im puzzled 23:00:25<!Isilkor> for example http://wiki.openclonk.org/index.php?title=Main_Page&action=edit 23:00:31<!Isilkor> A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was: 23:00:33<!Isilkor> (SQL query hidden) 23:00:35<!Isilkor> from within function "IndexPager::reallyDoQuery (LogPager)". MySQL returned error "1146: Table 'db1144497-wiki.wiki_tag_summary' doesn't exist (localhost)". 23:00:51<!ck> Hm. Anybody knows my wiki password? %( 23:01:07<!ck> ah 23:01:08<!Newton> ah, right 23:01:16<!ck> yeah, same error 23:01:18<!Newton> for Project, it does not appear 23:01:21<!Newton> but for the homepage 23:01:32<!ck> by clicking Isilkor's link, that is 23:01:52<!ck> I can edit the page though when I navigate properly 23:02:01<!Isilkor> I got there by navigating properly :( 23:02:03<!ck> (I just added "This is a test" at the bottom of the main page) 23:02:27<!ck> ah 23:02:33<!ck> It only occurs for the Main Page for me 23:02:37<!Isilkor> Actually, I get this for History as ell 23:02:38<!ck> But I can edit the Project page for example 23:03:05<!Newton> well, yes the table does not exist 23:03:14<!Newton> the thing is 23:03:32<!Newton> the day before yesterday, i updated to the newest stable mediawiki 23:03:49<!Isilkor> http://wiki.openclonk.org/w/Special:RecentChanges does it too 23:03:51<!Newton> and during upload of the new files, I saw that I already had the newest update, I just forgot to write it down 23:03:55<!Isilkor> so something major is broken I think 23:04:17<!Newton> so I stopped replacing the files during the FTP upload (but not IN one file, after one file) 23:04:33<!Newton> because i assumed i could only have replaced the same files with the same files 23:04:37<!Newton> guess it wasnt the case 23:04:44<!Newton> so what ill do is reinstall the whole thing 23:04:54<!Newton> and the uploading via FTP takes ages 23:05:27-!- Kohlrabi [~Kohlrabi@euirc-621841f3.nosebud.de] has joined #openclonk-dev 23:05:37-!- Randrian__ [~randrian@euirc-be85727b.83.171.153.191.ip-pool.NEFkom.net] has joined #openclonk-dev 23:07:21<!Newton> during the upload I'll disable the wiki 23:09:32-!- Randrian_ [~randrian@euirc-27f0becc.83.171.182.120.ip-pool.NEFkom.net] has quit [Ping timeout] 23:12:16<!Newton> Zapper: till when are you still online? 23:12:26<!Zapper> till clonkine lets me go 23:12:46<!Newton> we wanted to talk about weapon systems and base objects 23:13:17<!Zapper> uh 23:13:18<!Zapper> mh 23:13:25< clonkine> she won'T 23:14:24<!Zapper> hm 23:14:44<!Zapper> I think I am too tired right now - tomorrow maybe? 23:15:47-!- Icewing [~Icewing@euirc-d575d80d.pool.mediaWays.net] has quit [Client exited] 23:15:49<!Newton> ok, maybe 23:19:57-!- s_m_w is now known as smw 23:44:41<!Newton> ck? 23:48:35<!ck> Newton 23:48:46< clonkine> ck, newton? 23:48:49< clonkine> ;) 23:49:08<!Newton> you said during the status update that you are basically trying to get the swimming right 23:49:14<!Newton> with all these stack-changes 23:49:23<!ck> right 23:49:26<!Newton> but what about günthers proposal to just use SetObjDrawTransform? 23:50:03<!Newton> for rotation 23:50:07<!ck> I'd like to avoid SetObjDrawTransform if possible 23:50:16<!ck> But that's not even the point 23:50:33<!ck> The problem is not only with the swimming but with the animation blending 23:50:48<!ck> so the same problem of incorrect blending might happen for other animations as well 23:51:17<!Newton> ah, well then 23:52:01<!Newton> I just think that providing 4 different swimming animations for every direction one seems to be the wrong approach 23:52:12<!Newton> better would be, to be able to set a rotation of the animation 23:52:33<!Newton> because i can really imagine that we want to rotate the clonk while climbing or hangling a little 23:52:39<!Newton> yeah even while running 23:53:05<!Newton> and partly really much while jumping and tumbling 23:53:45<!ck> that can also be done via an animation... i'm not even sure it will look correct when just rotating one animation either 23:53:46<!Newton> having to create animations which are oriented slightly differently seems to be... err not the right way 23:54:22<!Newton> you mean a general "rotate" animation that is combineable with any other animation? 23:55:15<!ck> I had a different one for every possible animation in mind 23:55:26<!ck> Though I'm not sure what makes most sense there from a modelling point of view 23:55:43<!ck> that is, whether there would be a difference in rotation for walking/climbing 23:56:04<!Newton> for walking and climbing... yeah for that you might be right 23:56:21<!Newton> but definitely not for jumping and not for hangling 23:58:07<!ck> Maybe let's just try out both ways and see which one works better 23:58:30<!ck> or try one, and switch if we encounter inherent problems 23:58:56<!ck> But I think these kind of problems can be solved by trying things out and experimenting rather than by thinking too much ;)