[13:26:21] --> MCMic (~mcmic@pdpc/supporter/student/mcmic) har blitt med i #opendungeons [13:26:25] hi [13:27:03] Hi [13:27:22] there are 5 of us :) [13:27:32] Awesome :) [13:27:35] (well 4 right now, we're waiting for the 5th to start) [13:27:46] they should join this chan soon [13:29:33] Still planning to work on the trap stuff? [13:29:39] --> namor (~namor@157.169.103.74) har blitt med i #opendungeons [13:29:48] --> zarmakuizz (~zarmakuiz@kimsufi.heldroe.org) har blitt med i #opendungeons [13:29:49] oln: yes [13:29:54] Hi ! [13:30:01] Hi! [13:30:11] <-> namor er nĂ¥ kjent som nam-or [13:30:28] hi :) [13:33:17] Hi nam-or [13:33:34] and zarmakuizz [13:33:40] Where's everyone popping out of, hehe [13:34:00] They're having a "coding party" :p [13:34:40] oh cool [13:34:47] "they"? [13:34:50] why u not :P [13:35:03] It's mcmic and his IRL friends :p [13:35:09] I'm going to be here to help though [13:35:17] oh cool [13:35:20] <-- nam-or (~namor@157.169.103.74) har avsluttet (Remote host closed the connection) [13:35:48] <-- zarmakuizz (~zarmakuiz@kimsufi.heldroe.org) har avsluttet (Quit: Lost terminal) [13:36:12] --> zarmakuizz (~zarmakuiz@kimsufi.heldroe.org) har blitt med i #opendungeons [13:36:19] I'm back [13:37:44] <-- MCMic (~mcmic@pdpc/supporter/student/mcmic) har avsluttet (Ping timeout: 240 seconds) [13:38:09] --> MCMic (~mcmic@pdpc/supporter/student/mcmic) har blitt med i #opendungeons [13:38:15] re [13:39:16] --> nam-or (~namor@157.169.103.74) har blitt med i #opendungeons [13:43:45] "Make one of each of the basic trap types; proximity traps (a cannon), directional traps (a boulder), and single tile traps (the lightning trap) which is triggered when a creature enters this tile." [13:44:00] this is first step according to svenskmand [13:44:30] oln: do you think each trap type needs a super-class? [13:47:15] How do the proximity traps work? Like, if a creature is within 5 tiles, trap aims at creature and shoots? [13:49:01] --> Azel (~arjanen@157.169.101.169) har blitt med i #opendungeons [13:49:29] dunno :D [13:49:48] I think it's like TheAncientGoat said [13:50:20] We'll look at what was done with the trap Cannon [13:50:27] MCMic: Yeah, i think that would be a good idea [13:50:42] "double range;" [13:51:10] TheAncientGoat: the cannon have a range, so yeah it should shoot when a creature is within range tiles. [13:51:16] oln: ok [13:52:07] we'll start with making a class "ProximityTrap" which TrapCannon will herit of [13:53:02] That will help understand the trap class system for the cannon and then we'll be able to start a DirectionalTrap class. [13:53:53] But right now we need to wait for the 5th person, which have the admin account and the git so he can synchronize it before we start coding [13:54:48] --> descl-rc3 (~descl@150.214.221.164) har blitt med i #opendungeons [13:54:55] hi descl-rc3:D [13:55:58] there is a lot of people :p [13:56:07] Yeah [13:57:14] descl-rc3: we're still waiting for Wiz :D [13:57:22] :D [13:57:37] i was thinking "ho no wiz? he should be angry..." [14:03:00] oln: How should we handle triggers, are they harmless Trap, or do we do a Trigger trap inherited by Trap? [14:03:15] * a Trigger class [14:03:16] MCMic: You hear that Mr. Anderson?... That is the sound of inevitability..... Or maybe its the sound of me not having the factoid :) [14:03:45] Hm, do what you think would work best, i am not sure [14:05:15] I'm thinking Trap should inherit Trigger [14:05:33] Yeah, that is one approach [14:06:04] *oln [14:06:05] oln... oh yeah, that weird guy who forgets to upload fixes to plugin files [14:07:47] oln: should we use tabs or spaces? It seems there are tabs in the files [14:08:16] oln: and how many spaces (or length of tabs) ? [14:08:31] spaces, and length of 4 [14:09:09] http://opendungeons.sourceforge.net/index.php/Code_Style_Guidelines [14:09:17] we should follow that I suppose [14:09:27] Yeah [14:09:53] Though they are mostly written by stefan which isn't too experienced in C++, so if there are things you find odd in there just ask :) [14:10:27] ok [14:13:04] oln: are there any 3D models for the traps described on the wiki by svenskmand? [14:14:34] I don't think so [14:15:34] There's one for the cannon [14:15:46] Yeah, the cannon is there [14:15:56] A boulder should take about 2 seconds to do in blender [14:15:57] A placeholder, at least [14:16:08] yeah [14:16:12] ok [14:16:14] Do you know anything about blender TheAncientGoat? [14:16:18] An a lot of them will just be textures/particle effects [14:16:32] --> svenskmand (82e100fb@gateway/web/freenode/ip.130.225.0.251) har blitt med i #opendungeons [14:16:42] Ok I am here if you have questions [14:16:44] oln: Eerrrr [14:16:52] Or not :p [14:16:55] oh here's svenskmand :) [14:16:55] Poke him instead [14:17:01] about the trap and trigger system [14:17:12] svenskmand: about Cut wire [14:17:12] I was trying to export the blender models poss made, but i failed [14:17:25] ok [14:17:33] I do not know how to do that [14:17:41] but do not think about models [14:17:48] you only need to code it [14:17:54] yeah, but we don't understand exactly how could the cut wire be activated [14:17:55] then we can get skorpio to make the models [14:18:27] svenskmand: sure [14:18:28] should the cute wire trap be activated only by another trigger ? [14:18:31] I is a trap that Andrew made I think but as far as I understand a creature approaches it and then it breaks [14:18:32] svenskmand: hi, btw. [14:18:50] I think it should be trigger activated yes [14:18:56] or poss... [14:18:57] hi :) [14:19:26] yes poss should also be able to export [14:19:32] so the cut wire can't activate on his own [14:19:37] svenskmand: the lightning trap you mentionned on the forum isn't on the wiki, should we do it? [14:19:40] but again just concentrate about the code for now [14:20:12] of the traps I think you should only do the boulder for now [14:20:24] as that is the one that needs the trigger system the most [14:20:39] svenskmand: what mean the boolean doUpKeep is returning? [14:20:44] and you do not need any good model for that a moving block is enough [14:21:00] svenskmand: we are doing a ProximityTrap super-class for the cannon [14:21:06] :S I do not know I have not touched the code :) [14:21:17] ok sounds good [14:21:21] svenskmand: then we'll do a DirectionalTrap superclass and then the boulder class [14:21:22] Ill see if i can se what it is for [14:21:34] ok sounds good to :) [14:22:04] I think andrew mentioned doUpkeep in the forums once, in the state of the code thread. [14:22:43] The ActiveObject class is being used like an 'interface' in java. It forces the class to provide a doUpkeep() routine that gets called in the upkeep round of the turn. Things like creatures use this to make sure they are still alive, consume any mana from the keeper they need, etc. Traps use it to see if they should activate, rooms do their thing, etc. [14:23:14] If that makes it more understandable [14:23:18] ok [14:23:31] that does not say what the return value mean, but that's information [14:24:48] Trying to track down what it does [14:29:35] thanks [14:31:18] Do creatures like the wizard have ranged attacks yet? [14:31:22] With particles and the likes? [14:31:31] Don't think so [14:31:39] Atleast not with particles [14:32:40] well, anything to show visually that they're actually doing so [14:33:09] Because that might be something that could use adding that traps will use as well [14:33:52] There is some code for missile objects, I don't know whether it is being used yet though [14:34:01] --> descl-rc3_ (~descl@150.214.221.164) har blitt med i #opendungeons [14:34:13] <-- descl-rc3 (~descl@150.214.221.164) har avsluttet (Quit: Konversation terminated!) [14:36:23] It seems that returning false removes it from the list of objects that are updated every turn/frame, so i assume it's used if the object is to be destroyed or something [14:37:17] So it should probably just return true [14:41:54] Unless the trap or trigger is destroyed, then it should be removed from the game again [14:42:03] Imo. [14:42:36] Maybe, not quite sure how it works. [14:43:07] It just removes it from the list of active objects, not from the game, so some more stuff has to be done if that is to happen [14:44:59] ok [14:51:54] oln: I have looked at the MissileObject code [14:51:54] it seems that not putting the .h files in the cmake file result in recompiling the whole project at each compilation [14:52:03] (as cmake does not know what class depend of what [14:52:04] ) [14:52:23] for now it just allow to create, move and delete it [14:52:29] but it doesn't "attack" [14:52:51] zarmakuizz: damages are handled in TrapCannon for now [14:52:59] I moved it in ProximityTrap [14:53:15] Okay, so TrapCannon fires a missile [14:53:28] MCMic: hm, that's odd, but if putting them in helps, then i guess it doesn't hurt [14:53:39] oln: ok [14:54:12] I suppose it may be caused by some bad code design, there is a bunch of globals that are included in nearly every file [14:54:49] Moved some stuff out of there, but there is still a bunch of things that should be passred as params instead. [15:00:15] I added .h files, it seems better [15:05:18] Maybe ProximityTrap should extend Trap which then handles damage [15:05:42] then DirectionalTrap also extends Trap [15:06:15] So more code reuse [15:08:06] svenskmand: this is the case [15:08:13] proximity trap inherit Trap [15:08:17] directional trap too [15:08:32] but right now damage handling is done in proximity/directional trap [15:08:50] Ok fine :) [15:09:14] Ok then I guess it should be move, how many are you by the way? [15:09:25] Remember to take some pictures and post in the thread on the forum :) [15:09:57] svenskmand: 5 [15:10:02] svenskmand: well, 4 [15:10:11] svenskmand: the 5th never came xD [15:10:16] ok [15:10:31] it is a nice thing your doing :D [15:10:41] Thanks :) [15:11:10] svenskmand: A directional trap doesn't reload, am I correct ? [15:11:16] svenskmand: Hi btw [15:11:28] I can, but the boulder does not [15:11:45] It could also be a arrow shooter from a wall, it should reload [15:11:50] the boulder should not [15:11:56] I see on the wiki the Poison dart launcher [15:12:08] I think this is a directional trap that can reload [15:12:10] yes that should reload [15:12:15] yes, me too [15:16:40] I wonder if there is a proximity trap that could not reload [15:17:13] There could be, so just let it be able to not reload [15:19:09] kay [15:23:41] doors are not coded yet? [15:24:15] <-- descl-rc3_ (~descl@150.214.221.164) har avsluttet (Read error: Connection reset by peer) [15:24:32] I do not think so [15:25:00] --> descl-rc3_ (~descl@150.214.221.164) har blitt med i #opendungeons [15:25:31] Azel: Hi :D [15:26:26] compiling is too long [15:26:49] it recompile the whole project each time, even though I added .h files in the cmake [15:27:11] That's not good [15:30:15] svenskmand: I can't put cannon ingame, is that normal? [15:30:57] I think that bug was also in the last release [15:31:06] If you can fix it it will be good :) [15:31:09] Yeah i couldn't last time i tried [15:31:33] (unless it's just that you don't have enough gold) [15:31:50] That might be the case [15:32:02] I did not check that, but I also does not know how much it costs [15:34:28] hum [15:34:38] how can we know prices of things? [15:35:05] Look at the source code i guess :P [15:35:39] xD [15:35:51] the GUI should display it when hovering icons [15:36:03] oln: we should refactor the cost of things and creature stats out into a config file at some point, so we can easily tweak them [15:36:21] case cannon: return 500; break; [15:36:23] it cost 500 [15:36:26] I had them [15:36:29] ok [15:36:37] then it is a bug [15:38:43] MCMic: Agreed [15:39:21] <-- descl-rc3_ (~descl@150.214.221.164) har avsluttet (Quit: Konversation terminated!) [15:39:34] --> descl-rc3_ (~descl@150.214.221.164) har blitt med i #opendungeons [15:39:35] I am logging by the way, so I'll write up a summary of any feedback later [15:39:54] ok [15:40:17] Nice :) [15:40:58] I created a ticket for the stats refactoring to external config file: https://sourceforge.net/apps/trac/opendungeons/ticket/58 [15:41:42] //FIXME: This throws an OGRE runtime error when it is commented in. [15:41:42] //tempTrap->createMeshes(); [15:42:34] ok, there's that in the bit of code that is supposed to put the cannon [15:42:36] No idea MCMic would have to ask andrewa about that [15:43:07] Does it crash the game? [15:43:20] No [15:43:22] if I uncomment it? didn't try [15:44:32] oln: why does the game search for Media/packs? [15:44:43] oln: it seems to need Medias twice. [15:46:57] MCMic: because it's specified in resources.cfg [15:47:04] Don't know what in there it ujses though [15:47:14] Also, there might be a duplicate line in there [15:47:39] The resource system could also use some refactoring [15:48:06] I'm looking at it [15:48:44] ok, putting a cannon takes the money and does a sound [15:48:47] Currently everything is dumped in one category except the music [15:48:49] nice [15:48:53] so the problem really is the commented line [15:48:56] just not the model? [15:48:57] okay [15:48:57] that does not add the 3D model [15:49:14] test it and see what happens :p [15:49:21] yeah [15:49:30] <-- descl-rc3_ (~descl@150.214.221.164) has quit (Ping timeout: 240 seconds) [15:49:45] in config/resources.cfg.in , all is specified in /Media/ [15:51:06] Hm, it shouldn't [15:51:48] --> descl-rc3_ (~descl@150.214.221.164) has joined #opendungeons [15:52:00] We changed that not too long ago, to having stuff in a root directory instead [15:52:13] Kay [15:52:39] I'll change the resources.cfg.in in that case [15:52:42] okay [15:53:00] You sure you are using the latest branch? [15:53:07] oln: tried http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485 [15:53:12] for blender exporitng [15:53:15] <-- descl-rc3_ (~descl@150.214.221.164) has quit (Read error: Connection reset by peer) [15:53:17] --> descl-rc3__ (~descl@150.214.221.164) has joined #opendungeons [15:53:22] We should be using it [15:53:32] oln: hum, I'm thinking maybe not :-/ [15:53:49] Do you have something else in resources.cfg.in ? [15:53:53] Azel: did a pull before we started, but I think I forgot to tell him to change the branch :D [15:53:54] see if you can get it moved to the latest then, [15:54:02] ok [15:54:13] Yeah okay, you are on the latest release then [15:54:15] what is the branch? [15:54:18] development [15:54:26] (and Why on earth don't you use master xD) [15:54:36] I wonder the same :p [15:55:01] $ git pull git://opendungeons.git.sourceforge.net/gitroot/opendungeons/opendungeons origin development [15:55:01] fatal: Couldn't find remote ref origin [15:55:04] maybe because only dirty students use master [15:55:05] fail [15:55:13] :p [15:55:32] :P [15:55:50] MCMic: hm, you sure origin is set right? [15:56:37] no [15:56:48] it could have been called something else on the clone [15:56:54] ok, whithout origin it works [15:58:02] a loooot of conflicts [15:59:08] Hehe [15:59:23] <-- Azel (~arjanen@157.169.101.169) has quit (Read error: Connection reset by peer) [15:59:41] OK, we got another one on the team [15:59:42] --> Azel (~arjanen@157.169.101.169) has joined #opendungeons [16:03:03] --> Afnarel (~Afnarel@157.169.100.222) has joined #opendungeons [16:04:12] err, won't compile [16:08:21] <-- descl-rc3__ (~descl@150.214.221.164) has quit (Ping timeout: 260 seconds) [16:10:07] What errors are you getting? [16:10:31] It compiles now [16:10:41] it builds now [16:10:49] but the cannon still does not appear [16:10:53] there were some "git lines" like : <<<<<<<<<<<<<< :p [16:11:03] :P [16:12:24] oln: and uncommenting the line DOES make the game crash [16:12:26] Yeah, the latest release has a resources.cfg.in without Media/ [16:13:04] MCMic: hm, check what it crashes with then, if it's just that it doesn't find the model file, or something more serious [16:13:21] E.g look in the console or ogre.log [16:14:00] Creature AI finished 457409us early.DefaultWorkQueue('Root') shutting down on thread 0x91af4a0. [16:14:00] DefaultWorkQueue('Root')::WorkerFunc - thread 0x92f9748 stopped. [16:14:01] DefaultWorkQueue('Root')::WorkerFunc - thread 0x9636208 stopped. [16:14:01] PCZone Factory Type 'ZoneType_Octree' unregistered [16:14:01] PCZone Factory Type 'ZoneType_Terrain' unregistered [16:14:01] Unregistering ResourceManager for type BspLevel [16:14:01] *-*-* OGRE Shutdown [16:14:01] MCMic: You hear that Mr. Anderson?... That is the sound of inevitability..... Or maybe its the sound of me not having the factoid :) [16:14:23] svenskmand: There's no other method than GameMap::lineOfSight to get the tiles along a line ? [16:14:56] svenskmand: (for directionnal trap he would need one that stop when a wall is in the way) [16:15:27] Azel: I don't think svenskmand has ever looked a tthe code, will have to ask me about any code related stuff. And regarding that, i don't know [16:15:53] Since i don't think there is anything else that would use that it may well not be implemented [16:16:03] Shouldn't be too hard to make though [16:16:18] "request->p = static_cast(this);" -> eww, what is that thing? [16:16:59] The rendering is done in a different thread, so it's sending a request to that thread to render the object. (Though it feels rather unsafe with void pointers and such) [16:17:38] Yes I have not touched the code [16:18:17] And that line sends a pointer to the object itself. The void pointers in there are used in a rather unsafe manner though, so i have been thinking about how do implement that in a better way [16:18:39] I will check it out at some point, but at the momen andrew, oln, stefan and your guys are working on it, so I have concentrated on other tasks [16:19:05] Just so you are aware of it, most of the code is originally done by andrew, so I can't comment too much on the choices of methodology in there [16:19:42] ok [16:19:58] so can you look at createMeshes in Trap.cpp [16:20:08] Yep [16:20:13] and tell us if you have any ideas why it would make the game crash [16:20:47] what attributes/methods of the void* pointer are used? [16:21:11] You can see in renderManager.cpp what's done with the requests [16:21:35] I just split that code out of exampleframelistener [16:23:28] Hm, can't see what's wrong by looking at it, i will have to debug [16:24:15] What file was the line in? [16:24:33] oln: what are p, p2 and p3? that should be commented in RenderRequest.cpp [16:25:06] oln: ExampleFrameListener.cpp:1402 [16:25:10] It's used for different parameters depending on the type of request (which i think is bad) [16:26:17] Though I am not sure how it could be designed to be safer [16:26:23] void RenderManager::rrCreateTrap ( const RenderRequest& renderRequest ) -> this should be call in our case [16:26:28] Yeah [16:28:10] Hm, it doesn't crash here [16:28:21] ah wait [16:28:33] Forgot to recompile :P [16:28:41] The cannon was showing though [16:30:11] Okay, it crashes when i try to place a cannon [16:35:37] Hi [16:35:58] Is there a way to display debug information olnly? [16:36:18] I don't think so [16:37:33] --------------------------------------loading Trap_Cannon_-2_tile_-13_-1 with mesh Cannon.mesh [16:37:39] it loads the good mesh [16:38:00] Right, so it's something else [16:39:27] Hm, it does play the sound before it crashes doesn't it? [16:41:13] yes [16:41:30] but the sound is not handled by the line causing trouble [16:41:32] Cause that's done after the createmeshes f7unction [16:41:41] the rrCreateTrap is called twice it seems [16:41:57] the createMeshes function queue a request [16:42:06] when this request is analyzed, it crash [16:42:32] Hm [16:42:42] It's supposed to send a request for each tile it affects [16:42:46] So it should only send one [16:43:09] Though there is a trap on the map already, so that might be why [16:44:05] Can you see where in the request handling it crashes? [16:44:25] no [16:47:05] An exception has occurred: OGRE EXCEPTION(4:ItemIdentityException): An object of type 'Entity' with name 'Trap_Cannon_-2_tile_-9_14' already exists. in SceneManager::createMovableObject at /build/buildd/ogre-1.7.2/OgreMain/src/OgreSceneManager.cpp (line 6484) [16:47:36] it crashes the second time it is called [16:47:45] Ogre::Entity* ent = sceneManager->createEntity(tempString, curTrap->getMeshName() + ".mesh"); on this line [16:47:54] Yeah, it seems the entity name is the same both times, which it shouldn't be [16:48:02] yas it is [16:48:07] it's called twice [16:48:12] with the same tile info [16:49:07] Yeah, so the issue is that it gets called twice for some reason [16:49:33] yes [16:51:22] I don't see why, the function is called only in one place, when the request is found, and the request is only build in one place too [16:51:28] Hm, looks like it pushes in the same tile twice [16:51:34] std::vector tempVector(affectedTiles); [16:51:34] tempVector.push_back(affectedTiles[affectedTiles.size() - 1]); [16:51:39] I think this is the problem [16:51:45] in exampleframelistener [16:52:03] what line? [16:52:04] It puts in the last tile twice [16:52:12] 1385 [16:52:21] Don't see why that would be needed [16:52:50] maybe it's a try to handle the fact that the cannon takes two tiles [16:52:55] the model at least [16:54:20] Yeah, though it creates a vector with the tiles that should be affected from another vector, and then pushes the last tile from the old vector onto the new vector in addition to the ones it copies [16:55:29] Yeah, commenting out tempVector.push_back(affectedTiles[affectedTiles.size() - 1]); fixed it [16:56:47] As [16:56:47] yeah, it works [16:56:52] and cannon attack people [16:56:53] We tried it now [16:56:58] Ooh nice [16:56:58] but cannons are free right now [16:57:06] Yes, that's a bug [16:57:36] It checks if the player has enough gold before checking how much the trap costs [16:58:09] goldRequired = Trap::costPerTile(gameMap.me->newTrapType); [16:58:13] should be outside the if [16:58:46] in which file ? [16:58:55] Exampleframelistener [16:59:00] Same place as the previous thing [16:59:06] 1394 [16:59:11] Indeed [17:00:18] serverSocket != NULL || clientSocket != NULL -> what does that mean? [17:00:41] Checks if you are in the map editor mode, or playing [17:00:48] Should make a bool somewhere really [17:01:43] or a function [17:01:55] Yeah [17:01:55] so how do we now we are in the editor mode? [17:02:27] Well the game starts in editor mode, and when you click host, or write host in the console the game actually starts [17:03:03] Though ideally there should be a startup menu rather, but haven't finished that yet [17:03:07] --> descl-rc3__ (~descl@150.214.220.208) has joined #opendungeons [17:05:42] oln: I meant, what are the value of serverSocket and clientSocket that tells you you are in edit mode [17:05:59] if they are null/0 you are in edit mode [17:08:32] then (serverSocket == NULL && clientSocket == NULL) return 1 if I'm in editor mode right? [17:08:45] Yep [17:09:19] Is it normal that my gobelins are walking through a cannon ? [17:09:52] May well be, don't know if it is marked as impassable or not [17:10:58] Looks like the if statement in the trap create code is wsronga ctually [17:11:03] ok, now cannon are not free anymore [17:11:10] I have found another bu [17:11:18] but there is another bug : I can put two cannon at the same emplacement [17:11:22] it takes me the money [17:11:32] placing a cannon in edit mode makes the game crash with a segfault [17:12:05] I think i know why zarmakuizz [17:12:16] The rooms have if (serverSocket != NULL || clientSocket != NULL) [17:12:16] gameMap.withdrawFromTreasuries(goldRequired, [17:12:16] gameMap.me->seat->color); [17:12:23] So i assume traps hould have that as well [17:12:36] Only try to subtract gold if the player exists [17:13:06] oln: this line is wrong [17:13:21] it is alreay in a if that checked we are ingame [17:13:29] Hm [17:13:35] oh no [17:13:37] you're right [17:13:38] my mistake [17:13:47] Hehe [17:14:22] Can you build rooms on the trap as well? [17:14:24] <-- zarmakuizz (~zarmakuiz@kimsufi.heldroe.org) has quit (Quit: leaving) [17:14:33] dunno [17:14:34] --> zarmakuizz (~zarmakuiz@kimsufi.heldroe.org) has joined #opendungeons [17:14:37] Ok I will be going home, so I will only be available on GTalk until I get home. [17:15:16] <-- svenskmand (82e100fb@gateway/web/freenode/ip.130.225.0.251) has quit (Quit: Page closed) [17:18:36] oln: yes can build rooms on a cannon [17:19:02] Then there is some issue where it decides if a tile can be build upon or not [17:28:13] --> descl-rc3 (~descl@150.214.220.208) has joined #opendungeons [17:28:14] <-- descl-rc3__ (~descl@150.214.220.208) has quit (Read error: Connection reset by peer) [17:29:38] // If the tile already contains a room, prune it from the list of affected tiles. [17:29:38] if (currentTile->getCoveringRoom() != NULL) [17:29:38] { [17:29:38] itr = affectedTiles.erase(itr); [17:29:38] continue; [17:29:38] } [17:29:43] this need to be done for traps too [17:29:50] Yeah [17:29:53] Should be simple to add [17:31:48] there is no getCoveringTrap [17:32:01] bool isDiggable(); [17:32:01] bool isClaimable(); [17:32:09] there should be a isConstructable() [17:32:12] (is that english?) [17:32:13] Yeah [17:32:36] raah :O [17:32:37] Hm, not sure if that would be right i english [17:32:49] isBuildable ? [17:33:18] Would be the same, that would say if the tile could be build, not that the tile could be build _upon_ [17:33:37] Som hmm [17:33:39] so* [17:33:47] isBuildableUpon [17:33:49] ? [17:33:53] Yeah [17:34:17] Let's just go with that, and if the native english speakers complain it's easy to refactor later [17:34:55] The almost native english speaker of our room says it's ok [17:35:01] Hehe [18:08:22] --> svenskmand (56347b22@gateway/web/freenode/ip.86.52.123.34) has joined #opendungeons [18:17:49] <-- Afnarel (~Afnarel@157.169.100.222) has quit (Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/) [18:22:09] <-- zarmakuizz (~zarmakuiz@kimsufi.heldroe.org) has quit (Quit: Lost terminal) [18:24:01] --> zarmakuizz (~zarmakuiz@kimsufi.heldroe.org) has joined #opendungeons [18:25:11] Finished with your session MCMic? [18:26:08] Nope :p [18:26:16] oln: What time is it [18:26:17] ? [18:26:36] oln: soon [18:26:43] --> Afnarel (~Afnarel@157.169.100.222) has joined #opendungeons [18:26:44] --> Afnarel|2 (~Afnarel@157.169.100.222) has joined #opendungeons [18:26:52] oln: we fixed the building upon a trap bug [18:26:54] <-- Afnarel|2 (~Afnarel@157.169.100.222) has quit (Client Quit) [18:27:00] <-- descl-rc3 (~descl@150.214.220.208) has quit (Ping timeout: 250 seconds) [18:29:17] --> descl-rc3 (~descl@150.214.220.208) has joined #opendungeons [18:31:33] MCMic: nicce [18:31:36] work guys [18:32:43] Sooo, what do traps do currently? [18:33:10] Nothing new, except that the Cannon works much better now :p [18:33:49] zarmakuizz: the cannon *works*, that's a new thing :D [18:34:08] MCMic: indeed, indeed [18:37:34] Heh nice :) [18:38:06] Is there also displayed a cannonball when it shoots? Or is the code ready for that? [18:39:02] We didn't do anything related to that [18:39:18] svenskmand: no, we only got into missileobject code in the end, hadn't the time to work on it [18:39:45] ok, but nice work anyways :) [18:42:39] <-- svenskmand (56347b22@gateway/web/freenode/ip.86.52.123.34) has quit (Quit: Page closed) [18:42:48] <-- Afnarel (~Afnarel@157.169.100.222) has quit (Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/) [18:43:50] Good luck on refactoring ExampleFrameListener :p [18:45:11] :D [18:45:32] The render request code used to be in there as well :P [18:46:03] So do you want git commit access so you can commit the stuff into the upstream repository? [18:47:05] hum, you can instead pull it and commit it yourself [18:47:16] I suppose [18:47:28] (but wait till tomorrow, some people haven't pushed all their code) [18:47:31] okay [18:47:39] Just give me the link when you are done [18:47:59] And if you want to work more on the project just ask and ill give you access to commit [18:48:02] I think we'll keep our git synchronize in case we wanna work on it again in the future [18:48:09] Okay