10:14 [@Ishmael ] [+eihrul_ ] [+MrBougo ] [ android ]
10:14 [@Mercury ] [+eukara ] [+mv ] [ graphitemaster]
10:14 [@Ophelia ] [+feh ] [+q66 ]
10:14 -!- Irssi: #darkplaces: Total of 27 nicks [7 ops, 0 halfops, 18 voices, 2 normal]
10:14 -!- Channel #darkplaces created Fri Sep 19 16:35:06 2008
10:14 -!- Irssi: Join to #darkplaces was synced in 0 secs
10:14 -!- mode/#darkplaces [+v android] by Caleb
10:14 <+android> divVerent: hi
10:14 <+android> divVerent: can you please add unreal map loading
10:15 <@Dresk> Yes
10:15 <+android> divVerent: I did rtcw/wolfenstine:et loading
10:15 <+android> so I want you to do the other one please
10:15 <+android> it's too hard for me
10:15 <+android> but I did a format and contrib'd it
10:15 <+android> so you do one too
10:15 <+android> it's only fair
10:15 <@Dresk> I'll send a mule to kick over a shed with the code in it
10:15 <+android> Dresk: :)
10:15 <+android> that sorta is what i need
10:16 <+android> the existing opensource code is in C++
10:16 <+android> with 600 classes
10:16 <+android> because that's how they do in C++
10:16 <+android> but people say it might be re-codable in C
10:16 <+android> which is what our engine here is in
10:16 <@Dresk> Why not use Rust and be declared a communist
10:16 <+android> Dresk: I got minetest and minecraft exports working in the engine
10:17 <+android> obj had to be made 'propah' map format first
10:17 <+android> and then there were weird shader things that had to be done
10:17 <+android> but it's done
10:17 <+android> and then I had to make a big pk3 with all the minetest textures
10:17 <+android> and then shaders for all the combined ones
10:18 <+android> bzflag does not export proper objs
10:18 <+android> so I had to do a seperate parser for that (to not corrupt regular model objs)
10:18 <+android> and minetest did things abit differently too, so that's a seperate function too
10:18 <+android> map.obj_from_mc if it's from minetest/minecraft
10:19 <+android> and map.obj_from_bz for bzflag
10:19 <@Dresk> Get off the caffeine this morning man
10:19 <+android> im not on caffeine
10:19 <+android> just telling you what I did abit ago
10:19 <+android> just got out of the pool too
10:19 <+android> Dresk: I read the mozilla/netscape coding guideline
10:20 <+android> where the head coder of netscape navigator said it's better to make a new function, even if similar to an existing function, than to break working code
10:20 <+android> hence these other obj based maps are done by a seperate function
10:21 <+android> Dresk: you can do stuff like map.scale2.obj_from_mc etc too
10:21 <+android> which I use for quick exports into DM levels of photogrammatory models
10:21 <+android> on the QC side I have a lot of code for adding spawnpoints and such.
10:21 <+android> so you don't have to do anything
10:21 <+android> just export to obj
10:21 <+android> rename the suffix, and you're done
10:22 <+android> takes the 1 day of minecraft exporting and makes it 2 seconds
10:22 <+android> divVerent: hi
10:22 <+android> divVerent: please unreal map loading
10:23 <+android> divVerent: C++ code:
10:23 <+android>
https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz210:23 <+android>
http://sourceforge.net/projects/ushock/ <---See
10:23 <+android> it does it
10:23 <+android> so
https://sourceforge.net/p/chaosesqueanthology/tickets/2/10:23 <+android>
https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/10:24 <+android> divVerent: be a friend
10:26 <+android> Dresk: so where is havoc and cloudwalk?
10:26 <+android> ls
10:26 <@Dresk> They are all on Matrix now
10:26 <+android> MrBougo: you here?
10:26 <+android> Dresk: why?
10:26 <@Dresk> Because they switched
10:26 <+android> Dresk: so they can delete people's comments if they don't like them?
10:27 <@Dresk> I wouldn't know, I'm here
10:27 <+android> unlike IRC where you can't go into peoples clients and back delete comments
10:27 <+android> Dresk: they're faggots then
10:27 <+android> can't handle text
10:27 <+android> I hate discord and matrix and all that garbage because of that
10:28 <+android> it's just 24/7 deleting comments passive aggressivly by faggots
10:28 <+android> Dresk: I asked havoc 15 years ago for rtcw/wolfenstine:enemyterritory map support
10:28 <+android> he never did it even though he said it was "easy"
10:28 <+android> I did it a few years ago
10:28 <+android> took a month
10:29 <+android> Dresk: everything's "easy" in theory
10:29 <+android> testing lots of maps and finding the edgecases and crashes is less so
10:30 <+android> but they didn't do it in decade+
10:30 <+android> that's how easy it is
10:30 <+android> same with anything I've done
10:30 <+android> I get told it's easy and yet I have to eventally do it
10:30 <+android> unreal is not easy
10:30 <+android> divVerent: GERMAN
10:31 <+android> Dresk: is divVerent still german, and still a man?
10:31 <+android> I know he defected to this country for some reason
10:31 <+android> after telling me how much he hates the USA for years
10:32 <+android> which, since he's German, I understand: USA bombed his country and defeated it with Russia
10:32 <+android> so he has no reason to like it
10:32 <+android> but then why defect to America?
10:32 <+android> why not build up his Germany?
10:32 <+android> his Deuschlanden
10:32 <@Dresk> Listen what limited chat is left here is for DP, so let's stick to that topic
10:33 <+android> Dresk: I want unreal map loading in dp
10:33 <+android> Dresk: I've implemented some map formats for dp myself
10:33 <+android> (I linked to my code above)
10:33 <+android> Dresk: I know when it's too hard for me so I'm asking you guys
10:34 <+android> Dresk: I've modeled and QC programmed most of the requisite weapons needed allready. All opensource.
10:34 <+android> so I didn't do nothing
10:34 <@Dresk> Well I don't work on the engine anymore, I provide tech support, so you'll have to wait for someone to come around
10:34 <+android> Dresk: can you ask them
10:34 <+android> Dresk: I'm moving from one resort to another today
10:34 <@Dresk> Sure
10:34 <+android> and won't be online
10:34 <+android> thanks
10:35 <+android> Dresk: I posted all the relevant files to that ticket on sourceforge
10:36 <+android> I mentioned the QC and model work I did to show that I'm committed to doing whatever ancillary work I am able to do on this: that if someone were to implement triangle and face loading from the unreal format (97, 99, original) that they won't be left hanging for the rest
10:36 <+android> Thank you , I got to go
10:36 <+android> see you
10:36 <@Dresk> Take it easy