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<AlienSoldier>
Is there a keyboard hotkey to change output audio sliders in media pref? I fiddle 30 min to find why i lost a channel. I checked, my speakers, my cables, amp, my rca cables, my 3.5 to rca adapter, both line and headhone. I did nothing but it was in the pref that it changed.
<AlienSoldier>
*fiddled
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<nekobot>
• Begasus (0bb09e8a): kompare, remove obsolete sed magic, no revbump needed (#12255)
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<erysdren>
anyone here have any idea *when* echelog started logging Haiku channels?
<erysdren>
i'm working back->front scraping the wayback machine of echelog for the haiku and haiku-3rdparty channels
<erysdren>
it started in 2004 (no logs available) and its up to 2013 and still no logs available
<erysdren>
i'm wondering when it started
<erysdren>
though i accidently started with the haiku-3rdparty channel, so maybe logging started at a different time for that one. maybe it has no logs. i dunno.
<erysdren>
aha! looks like haiku-3rdparty started being logged on January 18, 2014
<Habbie>
building anyboot on the old chromebook. wonder how long this will take :)
* Habbie
adds -j2
<Habbie>
oh that doesn't work
<Habbie>
(but it does if i put it *before* -q @nightly-anyboot .. and install libzstd-dev)
<PulkoMandy>
erysdren: I think haiku-3rdparty was created in 2014. #haiku should be there from the very start, as echelog was initially created specifically for Haiku, and later extended to other projects
<PulkoMandy>
I'm not sure it's very useful to archive 20+ years old ramblings from irc, is anyone going to read them? But you never know, I guess...
<erysdren>
gotcha
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<x512[m]>
PulkoMandy: It is very useful to have ability to search old IRC logs.
<PulkoMandy>
That means we are doing something wrong with documentation and summarizing important discussions
<x512[m]>
It may contain important information that is not mentioned everywhere alse and person may be not active anymore.
<erysdren>
28,445 / 50,045 pages downloaded. that's 2004-2020 for each channel starting with "haiku", though many many many dates have "no log for this date" and will be pruned from the final archive
<erysdren>
one page for each date.
<x512[m]>
Do someone really do job on "summarizing important discussions"?
<PulkoMandy>
When I'm part of the discussion, yes, I try to create tickets or mailing list posts when there is something identified. But really I just try to not have important discussions on irc because it will get lost
<PulkoMandy>
I did it for other projects as well, read all message, in a discord and make wiki pages out of it, because otherwise all you get is people asking the same questions over and over
<erysdren>
for my part, i just have terminal archivist brain and when OscarL mentioned he couldn't get the IRC logs, i took it as a challenge
<erysdren>
not just recent ones from whitequark (which i got), but also the entire backlog
<erysdren>
and i have too much free time and a lot of caffeine, so here i am.
<Habbie>
oops. ran out of disk space :>
<erysdren>
:p
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<erysdren>
hello
<andreaallegri>
hello
<erysdren>
you want 16 years of Haiku IRC logs? i got them fresh out of the oven.
<andreaallegri>
no, thanks
<erysdren>
understandable.
<andreaallegri>
do you like a logo with blender ?
<andreaallegri>
text + color ...
<erysdren>
sure.
<andreaallegri>
give me the text ...
<erysdren>
also, funny to check the logs from 19 years ago and see familiar faces. like mmu_man.
<andreaallegri>
noo
<Begasus[m]>
he's been around way longer erysdren :)
<erysdren>
figures :#
<erysdren>
:D*
<erysdren>
looks like logging started in the #haiku channel on October 3, 2004
<nephele>
I can use some qt apps, i would like more native stuff though :D
<jmairboeck>
not it matters that much to me, but apparently, "starring" a repository doesn't make commits show up there any more
<Begasus[m]>
can't help (but check builds) on that last part nephele :)
<Begasus[m]>
Hi jmairboeck
<nephele>
jmairboeck: what does starring a repository mean?
<jmairboeck>
it's a kind of "bookmark"
<erysdren>
also akin to an upvote/+1
<erysdren>
since the number of stars shows up on the repo
<erysdren>
page
<nephele>
ah okay
<jmairboeck>
and it caused commits to show in the user profile even without a fork or pull request
<jmairboeck>
and since Haiku doesn't use github as the primary repository, there is little point in forking it there
<nephele>
I'd argue there is very little reason to fork in general, but i get your point
<erysdren>
you mean fork haiku in general?
<erysdren>
or any repository
<nephele>
I mean the functionality in github, it makes no sense to me that you need a second remote copy to make a change to a remote copy
<erysdren>
oh, fair
<nephele>
forgejo added agit support, which allows to send contributions without a second repository
<erysdren>
i should make sure that works on my forgejo
<jmairboeck>
it wouldn't be much of a problem to just fork it, internally in GitHub's system it is one big repository anyway, so it is just another URL with potentially different branch heads
<nephele>
I had big problems when having a fork of the haikuwebkit repo, and then trying to contribute to webkit because the script freaked out about it
<nephele>
erysdren: I used that flow once on codeberg now, was quite nice
<nephele>
sadly no commit-id but other than that quite similar to gerrit
<erysdren>
so far nobody has cared enough about my code on foregejo to wanna submit a patch or change
<erysdren>
:p
<nephele>
heh, i don't even know where your git server is xD
<nekobot>
• Begasus (6df200b0): ksanecore_kf6, bump to 25.04.0 (#12261)
<nephele>
i moved my minetest gamemode to codeberg, there is many other minetest devs there, seemed like a good place
<erysdren>
i do have a bunch of games in development but i'm kinda protective of the code :p
<erysdren>
usually i open source stuff when i'm done with the game
<nephele>
MIT, MIT!
<nephele>
:P
<nephele>
that's fine too, though
<nephele>
but most i did i worked atleast with one person
<nephele>
maybe i should find some people who want to develop poppy with me... :)
<erysdren>
what's poppy
<erysdren>
and yeah, finding devs/artists/etc who wanna work with me is a long and painful experience
<nephele>
It's a 2d game where you can draw while moving around, and load textures as you want to draw with
<erysdren>
sounds cool
<nephele>
i've planned to add a kind of "programming" layer to it, where you can draw with colors, and each color is one code snippet, and each connected area is one instance
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<erysdren>
ooooh, that sounds really cool
<erysdren>
i dig it
<nephele>
currently, i am having problems with my netcode, and with love2d working badly on Haiku
<erysdren>
ahh yeah
<erysdren>
did you ever figure out why exactly love2d works poorly on haiku?
<nephele>
SDL2/3 supports a software-only renderer that works much faster than the opengl+llvm combo
<nephele>
but love2d only works with the opengl backend
<erysdren>
a
<erysdren>
*ah
<nephele>
I guess love2d is still fine as a backend for the "portable" client :)
<erysdren>
cant get the server to run
<erysdren>
"Error: ./shared/fonts.lua:9: love.graphics cannot function without a window!"
<nephele>
yeah, the server uses a gui :/
<nephele>
I could not figure out how to get love2d to *not* open a window
<erysdren>
well yes, but why is it not opening one automatically?
<nephele>
wdym?
<erysdren>
i run the server and the server fails to launch because it can't(?) create a window
<erysdren>
the client launches fine tho
<nephele>
does the "launch a server" option not work in the main menu?
<erysdren>
oh
<erysdren>
im very stupid
<nephele>
I'm wondering if you are using the other old repo
<erysdren>
i read the directions and i guess the directions are out of date or wrong
<erysdren>
"run love . in the server/ directory for a local one for now.\"
<erysdren>
ok, i got the server and client running
<nephele>
oh, yes i guess that is outdated :(
<nephele>
sorry
<erysdren>
no problem
<erysdren>
it's a cool thing, the physics are a bit jank tho
<erysdren>
dunno if that's netcode or
<nephele>
it's not the netcode
<erysdren>
ah
<nephele>
But yes, they are janky. It's not ment to be like that :/
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<nephele>
but maybe I don't know how to write good physics :)
<erysdren>
well, physics are difficult
<erysdren>
i've tried before. never succeeded
<nephele>
I considered adding bullet physics or something, but basically this is just pixel-based collision detection right now
<erysdren>
i believe love2d has Box2D physics built in
<erysdren>
not sure
<erysdren>
maybe you could use that
<nephele>
maybe indeed
<nephele>
I do need the "same" physics for different clients however, in any case :)
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<erysdren>
well, generally in server/client configurations you run the physics on the server and network the results to each client
<erysdren>
i dunno if i'm preaching to the choir sorry
<nephele>
Right now the physics is only on the client, and the server mostly multiplexes messages
<erysdren>
i'm neck deep in the Quake (1996) game engine so i'm very used to how that engine does things. running most of everything on the server and the client gets interpolated results, so the client can do predicted motion (and smoothing) of entities in the world
<erysdren>
the client is only responsible for rendering the view, and supplying player inputs to the server. basically.
<nephele>
I'm wondering how to do prediction properly, it seems like a lot of work to me :P
<erysdren>
i have NO idea. i have been struggling with that in Quake too.
<nephele>
physics on the serverside is important for anti-cheat anyhow. But then I don't know if that is what i really want with poppy
<nephele>
I feel like that is a game you can play with friends, and taking the client apart should be encouraged
<erysdren>
can't stop them anyhow, if it's love2d :p
<nephele>
you can obfuscate or make difficult a lot of things :)
<nephele>
doesn't mean you should
<nephele>
i figure if you want an anticheat for this you'd basically run the physics on the server too and tell someone to disconnect if they are too heavily out of sync
<nephele>
also, making the netcode use as little ressources as possible should make it playable even on shoddy connections
<nephele>
which would be quite a bonus
<nephele>
I wanted this to be SCTP+DTLS, but there is not yet and ssl library that does DTLS1.3 on SCTP... and i'm not writing that myself
<nekobot>
• Begasus (b5ebbdee): libkgapi_kf6, bump to 25.04.0 (#12262)
<nephele>
erysdren: anyway, what do you think of the game? :)
<erysdren>
i thought it was cool!! i didnt play too long, but i see the vision
<erysdren>
it seems cool :D
<nephele>
maybe I can motivate myself to work on it a bit more :)
<nephele>
I made the "new" netcode to be a bit more efficient, and less hard to deal with in code, but then the resulting game was orders of magnitudes slower, and i could not figure out why
<nephele>
so that is basically what i have been stuck on last time i worked with it
<nephele>
I'd rather not use the old netcode, cus that worked with marker bytes for seperating message components, and that then easily would screw up if i send shasummed names over the network... so base64 encode them, eh... seems silly at that point
<nephele>
maybe love2d lua code is not fast when working with bytes though
<erysdren>
thats possible for sure
<erysdren>
i'm not certain, though
<nephele>
I didn't get far profiling this
<nephele>
but in the end, i guess. I would have to do the networking library as it's own component *anyway*
<nephele>
and at that point maybe using the FFI for luajit would be a better idea
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<nephele>
but that is then one part where i don't know how to start :D
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<nekobot>
• Begasus (aaa25501): kaccounts_integration_kf6, bump to 25.04.0 (#12263)
<nephele>
it's probably better to see where it tries to use it without it existing+
<Habbie>
ideally step 1 is 'make configure check it' and step 2 is 'fix docs'
<Habbie>
but for now i have made the local note in the form of 'i have a patch for the docs'
<nephele>
what system are you trying this on?
<nephele>
bc is specified in posix, so it should always be available
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<Begasus>
humdinger ... done :)
<Begasus>
bbl (maybe)
<humdinger>
great, thank you!
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<Habbie>
nephele, hehe. it's a debian 12, on which i've done quite a few things over the years, so most of the deps were already there but apparently not bc
* humdinger
waves
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<nephele>
Habbie: it's supposed to be there :)
<Habbie>
yeah
<nephele>
i tried installing sims 2 on debian 12 just now
<Habbie>
now i wonder how many other posix things are not present in the *default* installs of various OSes :)
<nephele>
makes me want to ram my head against the wall
<nephele>
Habbie: i mean, debian used to participate in the linux standard base, but i think that effort was abandoned
<Habbie>
hehe
<Habbie>
random fun stat: after building nightly here, and rsyncing that iso over a recent nightly download, rsync reports 'speedup 12.48'
<nephele>
how to interpret that?
<nephele>
does it tell you how much quicker it can sync now?
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<Habbie>
it means that to update my .iso from the nightly download content to the content i built, it had to send the remove 184kbyte of checksums, received 55 megabyte of updates, and managed to completely sync a 690 megabyte file with that
<Habbie>
*send the remote
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<nephele>
ah ok
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<Begasus>
closing down
<Begasus>
cu peeps!
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<Habbie>
cu!
<AndrevS>
cya
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<david>
hi
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<B2IA>
(AGMS) Hi David. It's often quiet at this time of day, most of the chatter is around 10 hours ago in the day (morning in North America, evening in Europe).
<phschafft>
he is gone already.
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<brickviking[m]>
Hm. What's the "AGMS" a bridge between?
<scanty>
beshare and irc.
<brickviking[m]>
Ahhh. Is BeShare available for Haiku yet? I seem to remember someone saying it was only available on 32-bit BeOS 5