Timestamps are in GMT/BST.
| 00:15:00 | | raptor has joined |
| 00:15:00 | | ChanServ sets mode +o raptor |
| 00:17:00 | raptor | well at least one person got past the human intelligence |
| 00:17:00 | raptor | no bots so far.. |
| 00:20:00 | raptor | sam686: are you around? |
| 00:20:00 | sam686 | yes |
| 00:20:00 | raptor | are you working on something specific? |
| 00:21:00 | sam686 | not much.. |
| 00:21:00 | raptor | because I could use a little help with this speex integration... if you are willing |
| 00:22:00 | sam686 | what do i need? |
| 00:23:00 | raptor | i'll send you a patch |
| 00:25:00 | sam686 | waiting... |
| 00:25:00 | raptor | sorry, you'll have to pull from me - opening a port... |
| 00:26:00 | raptor | can you pull from here?: http://69.169.172.147:8000/ |
| 00:26:00 | raptor | hg pull ... |
| 00:27:00 | raptor | the windows speex libraries are in the lib/ directory, but i didn't add them to the vcproj yet |
| 00:28:00 | sam686 | can't pull.. can't access that address at all.. |
| 00:28:00 | raptor | ok, let me push to my server side clone |
| 00:29:00 | sam686 | can you try a push to http://96.2.123.136:8000/ use -f (force push) |
| 00:29:00 | raptor | ok |
| 00:30:00 | raptor | that worked! |
| 00:30:00 | sam686 | got it. |
| 00:30:00 | raptor | excellent |
| 00:30:00 | raptor | it compiles in linux |
| 00:30:00 | | watusimoto has joined |
| 00:30:00 | raptor | doesn't crash anymore, but i can't seem to sort out the frame sizes... |
| 00:31:00 | raptor | i just a second set of eyes on it |
| 00:31:00 | raptor | need |
| 00:32:00 | sam686 | i get compile errors with missing .h files, but looks like it tries to look in wrong path... |
| 00:32:00 | sam686 | c:\program files\bitfighter\my_hg\speex\speex.h(43) : fatal error C1083: Cannot open include file: 'speex/speex_bits.h': No such file or directory |
| 00:32:00 | raptor | yeah - you'll have to add an include directive that points to ../speex |
| 00:32:00 | sam686 | i think it tried to look for speex/speex/speex_bots.h |
| 00:33:00 | raptor | that may be |
| 00:36:00 | raptor | watusimoto: i deleted about 450 'inactive' users who had registered for the forums - all bots |
| 00:36:00 | raptor | haven't had any new registrations since my custom question additions last night |
| 00:36:00 | raptor | we were getting about 4-8 registrations a day |
| 00:37:00 | raptor | they just hadn't activated yet |
| 00:39:00 | sam686 | This may take a while, i need to re-clone from main repository, a note, don't abort while stripping something, it corrupts the HG system.. |
| 00:39:00 | watusimoto | great |
| 00:40:00 | sam686 | only my local hg got damages, not the main google HG. |
| 00:42:00 | | raptor Quit (Ping timeout: 241 seconds) |
| 00:44:00 | sam686 | Now that I got my local HG good again, I lost the speex that raptor pushed to me... (raptor offline) |
| 00:48:00 | Helmic | Does anyone else hate the maps in Bitfighter? |
| 00:49:00 | sam686 | I do hate a few maps, mostly the maps that is impossible or very hard to score flags. |
| 00:49:00 | Helmic | I mean, it seems the vast majority that pop up are utter shit, no disrespect to the map creators. |
| 00:49:00 | Helmic | They aren't designed for a regular playerbase of 4-5 players, tops. |
| 00:50:00 | sam686 | some maps are just too big. |
| 00:50:00 | Helmic | Or they want to play on some gimmick that's more annoying than fun, like anything based on teleporters. |
| 00:51:00 | Helmic | I'm not saying that people should stop making those maps, but wouldn't it be better if maps had certain conditions that needed to be filled before they become available in the map rotation? |
| 00:52:00 | Helmic | Like at least four players for CTF maps, or eight for big ones, settable by the map creator. |
| 00:52:00 | sam686 | not all maps are good, some maps are bad, some too big / too small.. |
| 00:52:00 | sam686 | there is a MinPlayers and MaxPlayers, not sure if it gets used much at all.. |
| 00:52:00 | Helmic | Or a "gimmick" flag that could be voted on by the players, once voting's been fixed. |
| 00:52:00 | sam686 | If a map too big, then /addbot |
| 00:53:00 | Helmic | Well, couldn't the server owner be able to easily add those values? |
| 00:53:00 | Helmic | Can guests on a server use /addbot? |
| 00:53:00 | sam686 | could do something like auto bot to balance teams.. |
| 00:53:00 | sam686 | need the ability to select levels to addbot |
| 00:54:00 | sam686 | and there is /kickbot and /kickbots when there is too many robots |
| 00:55:00 | Helmic | Yeah, but what I'm getting at is an easily adjusted value to decide whether a map comes up next in the map rotation. |
| 00:55:00 | Helmic | Values. |
| 00:56:00 | Helmic | Maybe incorporate map ratings that increase how often a map is played, countered by a times played recently value. |
| 00:56:00 | Helmic | You need X number of players to play this map, and no more than X. |
| 00:57:00 | sam686 | Currently there is some Stats that shows the map / server / players in each games - http://bitfighter.org/gamereports/ |
| 00:57:00 | sam686 | With more programming, can easily count up the maps played.. |
| 00:58:00 | Helmic | Is that standard for a host, though? |
| 00:58:00 | Helmic | Like, is it easily accessible? |
| 00:59:00 | Helmic | By people other than you. |
| 00:59:00 | sam686 | all servers and hosts should be logged, as long as it is connected to internet, bitfighter master server.. |
| 01:00:00 | Helmic | So it should be possible to make it so that when a player chooses to host a game, they can set parameters for maps, which should already have common sense default values. |
| 01:02:00 | sam686 | any more parameters, there is currently minplayers MaxPlayers that can be set to not play that map when below the minPlyayers or above MaxPlayers (if non-zero) |
| 01:02:00 | Helmic | Though in all honesty, I'm still frustrated from playing two CTF games in a row with three people. |
| 01:03:00 | Helmic | CTF maps need either an even number or at least four people. |
| 01:03:00 | Helmic | generally speaking. |
| 01:03:00 | sam686 | maybe it should be random map rotation, not sequence.. it currently players in filename order.. |
| 01:03:00 | Helmic | There isn't an option? |
| 01:04:00 | sam686 | with filename called ctf1.level ctf2 ctf3 ctf4, that can easily make it play 5 CIF in a row.. There isn't yet an option to change the sorting, except to rename file level file names. |
| 01:05:00 | sam686 | It plays in rotation in ABC order.. |
| 01:05:00 | Helmic | Oh lord. |
| 01:05:00 | Helmic | Yeah, general improvements in map selection ASAP pl0x. |
| 01:06:00 | Helmic | And general map quality. Don't think I can stand another teleporter map. |
| 01:07:00 | Helmic | That one rabbit game with that tic-tac-toe board full of teleporters? Zero fun sir, would rate negative ten every time it came up. |
| 01:08:00 | sam686 | I could remove some maps soon.. I have too many on my server.. |
| 01:09:00 | sam686 | i will need to go to bed, goodnight (it is 11:22 PM on my clock) |
| 01:09:00 | Helmic | I'll post it on the forums and see what others think. |
| 01:10:00 | | raptor has joined |
| 01:10:00 | | ChanServ sets mode +o raptor |
| 01:10:00 | raptor | back! |
| 01:10:00 | Helmic | I really don't want to force server owners to not list maps, I just don't want to play the gimmicky ones except every once in a blue moon. |
| 01:10:00 | raptor | sorry internet went out... |
| 01:10:00 | sam686 | its that my server allows map uploads, someone can upload a bad map... |
| 01:10:00 | Helmic | That does explain a lot. |
| 01:11:00 | sam686 | i will need to go to bed soon.. |
| 01:11:00 | raptor | i like to think sam686's server is like the library of congress of maps... |
| 01:11:00 | Helmic | Though again, that would be a nice feature if the crap ones didn't get so many plays. |
| 01:11:00 | Helmic | Good lord it is |
| 01:11:00 | sam686 | What map it plays next when the game is over might be a bad map... |
| 01:12:00 | raptor | ok sam |
| 01:12:00 | raptor | i uploaded that commit to my clone at: https://buckyballreaction@buckyballreaction-bf10.googlecode.com/hg/ |
| 01:12:00 | raptor | so you can get it if i get kicked offline again |
| 01:13:00 | sam686 | i will need to go to bed, goodnight.. |
| 01:13:00 | raptor | good night |
| 01:14:00 | Helmic | Good night. |
| 01:15:00 | Helmic | Raptor, what I was talking with sam about was a way to improve map selection. As is, the vast majority that I end up playing are terrible. |
| 01:15:00 | raptor | i agree |
| 01:15:00 | raptor | or if not bad, unfinished |
| 01:16:00 | Helmic | My suggestion was making use of map metadata to decide whether or not it gets included in the map rotation. |
| 01:16:00 | raptor | which metadata specifically? |
| 01:16:00 | Helmic | Well, apparently there's already min and max players for maps, but they are rarely used. |
| 01:16:00 | raptor | true |
| 01:17:00 | Helmic | That could be fixed by assigning a default value based on map size in the editor if a value isn't specified. |
| 01:17:00 | raptor | so maybe select maps that aren't too large if there are few players on the server? |
| 01:17:00 | Helmic | Definitely. |
| 01:17:00 | raptor | interesting... |
| 01:17:00 | raptor | i wonder what the editor does now.. |
| 01:17:00 | Helmic | CTF games also need to either have an even number, or a large enough number of players to where it isn't that much of a problem. |
| 01:18:00 | Helmic | as two players on one team and one on the other just isn't fun. |
| 01:18:00 | Helmic | But the big thing I was suggesting was incorporating map ratings. |
| 01:18:00 | raptor | we discussed once the possibility of auto-adding bots after a waiting period if no one else show up to balance the teams |
| 01:18:00 | Helmic | If a map gets a high rating, it gets played more often. Maps that have been played a lot recently have a lesser chance of being selected. |
| 01:19:00 | Helmic | Yeah, that could work, but I 'd prefer to just not start playing a CTF map when there aren't the numbers for it to begin with. |
| 01:19:00 | Helmic | Bots aren't fun teammates. |
| 01:19:00 | raptor | true |
| 01:19:00 | Helmic | It'd be more a "oh shit my partner just left" |
| 01:20:00 | Helmic | Anyways, what Stick Arena (lulz) does for map ratings is have a short cooldown after each map to give players a chance to rate the map. |
| 01:21:00 | Helmic | Could allow maybe a ten second interval to allow stuff like rating the map, chatting with other players, make a vote. |
| 01:21:00 | Helmic | assuming voting gets fixed properly. |
| 01:21:00 | raptor | i'm chekcing out stick arena... |
| 01:22:00 | Helmic | Oh lord. |
| 01:22:00 | Helmic | Replace "short" with 30 second ads. |
| 01:24:00 | Helmic | Anyways, just using that metadata to choose maps instead of going down the list would allow a server to host as many maps as sam does without forcing the players to not have fun. |
| 01:24:00 | raptor | wow i stink at that game |
| 01:24:00 | Helmic | When hosting there should be an easy to use GUI to edit that data. |
| 01:27:00 | raptor | can you create an issue on our project page and add some of these ideas so they don't get lost?: |
| 01:27:00 | raptor | http://code.google.com/p/bitfighter/issues/list |
| 01:27:00 | Helmic | Certainly can. |
| 01:27:00 | raptor | excellent |
| 01:28:00 | Helmic | I just feel like there should be some more focus on figuring out what's fun and not fun with Bitfighter. |
| 01:28:00 | raptor | i can agree with that |
| 01:28:00 | raptor | that's one thing i hope from this IRC channel - a little more interaction with players |
| 01:28:00 | raptor | because to be honest, i like bitfighter for the coding challenges it represents |
| 01:29:00 | raptor | i did fall for the charm of the game, but i'm definitely more a developer than a player |
| 01:29:00 | Helmic | Bitfighter's basic concept is really fun, it's just there's all this extra stuff that gets in the way. |
| 01:32:00 | Helmic | I mean, it's mostly just bad map design, but stuff like laser walls are rarely used in a fun manner. |
| 01:32:00 | Helmic | You bump into it, spend a second or so to destroy it, then move on. |
| 01:33:00 | Helmic | Or you notice it's down again, and you spend an eternity getting it back up. |
| 01:33:00 | raptor | there has been some backlash on the engineered laser walls |
| 01:33:00 | Helmic | Oh god yes. |
| 01:33:00 | raptor | that's why we turned off engineer by default in o15a |
| 01:33:00 | raptor | 015 |
| 01:33:00 | raptor | 015a |
| 01:33:00 | raptor | bah |
| 01:34:00 | Helmic | Honestly, I think engineer should only be able to place a couple turrets at most. |
| 01:34:00 | Helmic | A max number per engineer. |
| 01:34:00 | raptor | that is sort of limited by the number of resources on the maps |
| 01:34:00 | Helmic | Of which there is almost always a gazillion. |
| 01:35:00 | raptor | haha yeah |
| 01:35:00 | Helmic | and which can be immediately hogged by one side. |
| 01:35:00 | Helmic | turning it quickly into a death fortress that one man can defend. |
| 01:36:00 | raptor | there was one map that people keep playing, that was in a recent map contest, that is like that |
| 01:36:00 | Helmic | But the idea is that you're sacrificing a slot to be able to tactically defend two places at once, or get a bit of extra firepower. |
| 01:37:00 | Helmic | The current concept's kinda convoluted relative to the rest of gameplay. |
| 01:37:00 | raptor | yes, definitely needs polish |
| 01:38:00 | Helmic | Well, even if you do make it so you don't need to type console commands to work it, it's still not intuitive. |
| 01:38:00 | Helmic | What are those things floating around the map? |
| 01:38:00 | Helmic | How am I supposed to know they're related to engineering at all? |
| 01:43:00 | raptor | i just chekced the help screen - no mention of engineer |
| 01:45:00 | raptor | haha found a typo in the help screen |
| 01:50:00 | Helmic | There's a help screen? |
| 01:50:00 | raptor | press F1 |
| 01:50:00 | raptor | in game |
| 01:50:00 | raptor | there's also a diagnostic/info screen |
| 01:50:00 | raptor | F7 |
| 01:50:00 | Helmic | Does it say to press F1 anywhere in game? |
| 01:50:00 | Helmic | I never noticed it. |
| 01:50:00 | raptor | hehe |
| 01:50:00 | raptor | not sure.. |
| 01:51:00 | Helmic | See, even if there is, it obviously isn't placed where people notice it. |
| 01:51:00 | watusimoto | CTF games also need to either have an even number, or a large enough number of players to where it isn't that much of a problem |
| 01:51:00 | watusimoto | or... we could use bots to level the field |
| 01:51:00 | watusimoto | I'd like to have a way to auto-add bots to the losing side to keep the game more even |
| 01:52:00 | raptor | nope, no notice to say press F1 for help |
| 01:52:00 | Helmic | Who wants to get stuck with a bot for a teammate? I'd rather bots be added mid-game to make up for players leaving rather than being added at the start of a match, using my system. |
| 01:52:00 | Helmic | Bots are a last resort. |
| 01:52:00 | watusimoto | just using that metadata to choose maps instead of going down the list |
| 01:53:00 | watusimoto | min and max players are used this way, and are respected if possib;e |
| 01:53:00 | raptor | except min and max seem to be left out when people create levels |
| 01:53:00 | raptor | maybe we should put in an algo based on the map size and gametype to add them if not explicitly specified |
| 01:54:00 | Helmic | mmhmm |
| 01:55:00 | watusimoto | you can also get to the help screen via the menus if you don't know the hotkey |
| 01:55:00 | watusimoto | though f1 is pretty standard |
| 01:55:00 | raptor | oh yeah, haha |
| 01:55:00 | raptor | 'instructions' |
| 01:55:00 | | karamazovapy Quit (Read error: Connection reset by peer) |
| 01:55:00 | raptor | i totally missed that... |
| 01:55:00 | | BitfighterLogBot - Commit 84c4d85bf4df | Author: buckyballreaction | Log: Fix typo; update help screen |
| 01:55:00 | | karamazovapy has joined |
| 01:56:00 | watusimoto | we need to add engineer to instructions |
| 01:56:00 | watusimoto | we need to fix the engineer/ffs in the next release. either get rid of ffs or ensure they are placed a min distance from a wall to prevent impossible levels |
| 01:56:00 | watusimoto | I also want to try engineering teleports |
| 01:56:00 | watusimoto | if that works out, maybe we get rid of ffs |
| 01:56:00 | Helmic | Apparently neither raptor nor myself could remember where it even says to press F1 for help. |
| 01:57:00 | raptor | i was thinking of making engineered turrets have a small auto-healing |
| 01:57:00 | watusimoto | It says it in the help |
| 01:57:00 | watusimoto | :-) |
| 01:57:00 | Helmic | exactly |
| 01:57:00 | raptor | haha |
| 01:57:00 | Helmic | HELP should be a menu item. |
| 01:57:00 | watusimoto | but you can get there from the Instrucitons menu item that's front and center |
| 01:58:00 | Helmic | holy shit it is a menu item |
| 01:58:00 | watusimoto | I like "Instructions" better than "Help" as a menu item, but maybe we could make it "Instructions/help" if that's unclear |
| 01:59:00 | Helmic | Well, no. The first time I opened it I thought it just had controls, though. |
| 01:59:00 | Helmic | I didn't see the red stuff on the top and bottom. |
| 01:59:00 | raptor | Helmic: I know! where did that come from?? |
| 01:59:00 | watusimoto | what? |
| 02:00:00 | Helmic | Whoever would be reading the help page will have their eyes going to the middle of the screen. It may just be my colorblindness, but red doesn't scream for attention on a black background. |
| 02:00:00 | Helmic | It's a dark color on a dark background. |
| 02:03:00 | watusimoto | Red! Danger! Alert! Don't eat me! I'm poisionous! |
| 02:03:00 | watusimoto | that said... If you wanted to redesign the help screens in anyway, either plunk away at the code or do it in photoshop and we'll incorporate any good ideas |
| 02:03:00 | raptor | i'm adding engineer to help menu... |
| 02:03:00 | raptor | i'm in a small task mood |
| 02:03:00 | watusimoto | there's not too much room |
| 02:04:00 | watusimoto | you may need to create an additional page |
| 02:04:00 | watusimoto | and maybe dedicaet it to engineer |
| 02:04:00 | watusimoto | showing resources and such |
| 02:04:00 | Helmic | 6%-ish of the male population is red/green colorblind. Red shows up as a darker color than most others perceive it, apparently. |
| 02:05:00 | watusimoto | I'm not wedded to the colors in the help system -- but I do prefer specific suggestions to general ones. those banners used to be white, but I wanted to add color to make the pages less like a monochromatic block of text |
| 02:06:00 | watusimoto | I don't love the red |
| 02:07:00 | raptor | red is a great color to have on black backgrounds in dark rooms since it doesn't dilate the eyes |
| 02:07:00 | raptor | that much.. |
| 02:07:00 | Helmic | indeed, sheer white on black gives people headaches. |
| 02:07:00 | Helmic | which is why most chessboards use off-white instead of white. |
| 02:07:00 | watusimoto | black on black dilates even less! |
| 02:08:00 | raptor | speaking of black - have you ever thought to add random galaxies or nebulae in the distance of the star screen? |
| 02:09:00 | watusimoto | I've seen other games do it and I don't like it |
| 02:09:00 | watusimoto | but, I have tried other abstract backgrounds |
| 02:10:00 | watusimoto | there's code in there for drawing random pentagons (or hexagons) as the background |
| 02:10:00 | watusimoto | that was pretty cool, will revisit that at some point |
| 02:10:00 | watusimoto | might try a random "squiggle" pattern like the countertop in the house I grew up in |
| 02:11:00 | watusimoto | you've seen it... like little gray boomerangs |
| 02:11:00 | watusimoto | http://retrorenovation.com/2010/09/20/formica-boomerang-in-aqua-and-skylark-being-discontinued/ |
| 02:11:00 | watusimoto | but less crowded |
| 02:12:00 | raptor | ohyeah |
| 02:12:00 | raptor | neat |
| 02:12:00 | raptor | here is help menu with engineer: http://96.2.123.136/upload/helpmenuengineer.png |
| 02:14:00 | raptor | you think it needs more instructions? |
| 02:14:00 | raptor | it's pretty obvious when you try to use the engineer, what to do |
| 02:14:00 | watusimoto | Maybe "Use resouces to build turrets and forcefields" |
| 02:15:00 | watusimoto | Or "Collect resources... |
| 02:18:00 | raptor | ok |
| 02:18:00 | raptor | here |
| 02:18:00 | raptor | http://96.2.123.136/upload/1snapshot30.png |
| 02:20:00 | watusimoto | perfect! how did you find room? |
| 02:21:00 | raptor | stole 10 pixels from each line :] |
| 02:21:00 | watusimoto | excellent |
| 02:21:00 | raptor | i'll commit |
| 02:22:00 | watusimoto | this editor is becoming my bot zones |
| 02:22:00 | raptor | yikes |
| 02:22:00 | raptor | that was a slog |
| 02:22:00 | watusimoto | this is too |
| 02:25:00 | | BitfighterLogBot - Commit f375dfcaacdb | Author: buckyballreaction | Log: update help module screen with engineer |
| 02:32:00 | raptor | now to build libvorbis for windows.... |
| 02:47:00 | watusimoto | loadout zones no longer crash the editor |
| 02:47:00 | raptor | that's great! |
| 02:47:00 | watusimoto | well, they're far from actually working... |
| 02:47:00 | raptor | i had someone ask me earlier if energy items would be supported in editor |
| 02:47:00 | watusimoto | but they work better than I expcted |
| 02:48:00 | watusimoto | we need to decide about that. |
| 02:48:00 | raptor | why didn't we do so for 015a? |
| 03:07:00 | raptor | i guess i'm wondering if there was some specific reason for it |
| 04:04:00 | watusimoto | because I'm not sure we want it in the game |
| 04:04:00 | watusimoto | there aer a couple of ideas for energy management, and we need to decide which are most likjely to be fun |
| 04:05:00 | raptor | ok |
| 04:05:00 | raptor | such as? |
| 04:05:00 | watusimoto | 1) energyitem |
| 04:05:00 | watusimoto | 2) increased energy gain when at rest |
| 04:05:00 | watusimoto | 3) increased energy gain when in loadout zone |
| 04:05:00 | watusimoto | 4) do nothing |
| 04:05:00 | raptor | i've seen #1 used more and more frequently in maps |
| 04:06:00 | watusimoto | 5) soemthing akin to turret that can be damaged and repaired and restores energy |
| 04:06:00 | watusimoto | only 1) has been impelemnted |
| 04:06:00 | watusimoto | we might make that be a dungeon-only item |
| 04:08:00 | watusimoto | I think I favor 2) at this opint |
| 04:08:00 | raptor | i like 2 |
| 04:11:00 | raptor | #5 could be used for healing and energy |
| 04:23:00 | watusimoto | like a fuel depot |
| 04:23:00 | raptor | yes |
| 04:23:00 | raptor | and you'd have to be in a certain proximity |
| 04:23:00 | watusimoto | yeah, maybe |
| 04:23:00 | raptor | like a ship's diameter |
| 04:23:00 | watusimoto | right, using the same algo as repairing |
| 04:23:00 | watusimoto | maybe different range |
| 04:23:00 | watusimoto | not sure I really like it thought |
| 04:24:00 | raptor | yeah, maybe better for dungeon... |
| 04:24:00 | watusimoto | I want to design a new item |
| 04:24:00 | watusimoto | for a new gametype |
| 04:24:00 | watusimoto | basically a reactor core or soemthing |
| 04:24:00 | watusimoto | kill it to get a point |
| 04:24:00 | watusimoto | need a cool design |
| 04:24:00 | watusimoto | I'm thinking a large square |
| 04:26:00 | raptor | http://www.queasygames.com/gate88/3.jpg |
| 04:30:00 | raptor | som ideas for shapes |
| 04:45:00 | raptor | ok |
| 04:45:00 | raptor | loading three vorbis music files made bitfighter use 237 MB RAM |
| 04:45:00 | raptor | something went awry |
| 04:46:00 | watusimoto | ok, fixed everything I broke today |
| 04:47:00 | raptor | oh good |
| 04:48:00 | raptor | hopefully a little farther ahead? |
| 04:49:00 | watusimoto | a tiny bit |
| 04:49:00 | watusimoto | I spent an hour removing an unnecessary param, then putting it back when I realized why it wsan't unnecessary |
| 04:52:00 | raptor | loading the sound effects upon start-up addes 800KB RAM |
| 04:52:00 | raptor | loading one vorbis file adds 40-90 MB |
| 04:56:00 | watusimoto | whoa |
| 04:56:00 | raptor | yeah, i think creating a buffer from the file is the wrong move - i'll have to stream it |
| 04:57:00 | watusimoto | that makes sense |
| 05:21:00 | watusimoto | are you still up?? |
| 05:22:00 | raptor | maybe |
| 05:22:00 | watusimoto | go to bed! |
| 05:22:00 | watusimoto | loadouts are less broken now... but still broken |
| 05:22:00 | raptor | but i almost have music playing ... |
| 05:22:00 | watusimoto | but everything else is refixed |
| 05:22:00 | watusimoto | hard to sleep when you're on the cusp |
| 05:22:00 | raptor | evertyhing else? |
| 05:23:00 | watusimoto | well, evertyhing that was working yesterday |
| 05:23:00 | raptor | before your refactor, you mean? |
| 05:23:00 | watusimoto | but really, after this, it's just walls then things that depend on walls |
| 05:23:00 | raptor | ok |
| 05:23:00 | watusimoto | these edits are mostly general to all poly items |
| 05:24:00 | watusimoto | I'm still not 100% sure that these changes are better than the original |
| 05:24:00 | raptor | would you actually consider just dropping all the work? |
| 05:24:00 | watusimoto | but I am 100% sure that this was way more work than doing nothing |
| 05:24:00 | watusimoto | no |
| 05:25:00 | raptor | hehe |
| 05:25:00 | watusimoto | I want to get a little further, then check in, then get some feedback on the code |
| 05:25:00 | raptor | ok |
| 05:25:00 | watusimoto | the object model is so muddled now\ |
| 05:25:00 | watusimoto | that's the main drawback |
| 05:25:00 | watusimoto | maybe that can be fixed |
| 05:26:00 | watusimoto | I'm 80% sure this was the right thing |
| 05:26:00 | watusimoto | but you can judge for yourself |
| 05:26:00 | raptor | ok |
| 05:26:00 | raptor | i haven't actually gotten into the object model much |
| 05:26:00 | raptor | just enough to learn that a spybug is a grenage |
| 05:26:00 | raptor | grenade |
| 05:27:00 | watusimoto | yes |
| 05:27:00 | watusimoto | surprising, that |
| 05:28:00 | raptor | ok, well, i'm off to bed i guess |
| 05:28:00 | watusimoto | good nigjt |
| 05:28:00 | raptor | night! |
| 05:29:00 | watusimoto | this is cool though... fix one thing in the game, and it's fixed in the editor |
| 05:29:00 | raptor | that would be great |
| 05:30:00 | watusimoto | I just did it |
| 05:30:00 | watusimoto | so that's a real advantage |
| 05:30:00 | raptor | here goes music test... |
| 05:31:00 | raptor | do you think the overall code footprint is lower now? how about compile time? |
| 05:31:00 | watusimoto | compile time is definitely worse |
| 05:31:00 | watusimoto | more dependencies |
| 05:32:00 | watusimoto | I have a couple of ideas for tiny refactors if you want them... remind me of md5 and triangulate |
| 05:32:00 | watusimoto | both could reduce code |
| 05:32:00 | watusimoto | but we can discuss them later |
| 05:33:00 | raptor | ok |
| 05:37:00 | raptor | and we have music!! |
| 05:37:00 | raptor | but it's in a blocking thread.... |
| 05:48:00 | raptor | it works! |
| 05:49:00 | raptor | RAM increase ~200-300K |
| 05:50:00 | raptor | ok good night for reals now |
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| 14:22:00 | | ShadowXLoner has joined |
| 14:22:00 | ShadowXLoner | 'Sup |
| 14:22:00 | raptor | good day |
| 14:22:00 | ShadowXLoner | Jolly fine weather we're having, wouldn't you say? |
| 14:22:00 | raptor | yes - a little chilly |
| 14:23:00 | ShadowXLoner | Oh? Over in Minnesota, it's 80 and with 60% humidity. I envy you. |
| 14:24:00 | raptor | utah, it's partly sunny, slightly damp and cold still... |
| 14:24:00 | raptor | 50 degrees |
| 14:24:00 | raptor | F |
| 14:24:00 | raptor | it might even snow tonight |
| 14:24:00 | ShadowXLoner | in Utah? Wow, the weather is really messed up geographically. |
| 14:25:00 | watusimoto | mountains v. continental climate |
| 14:33:00 | raptor | had to educate myself about void pointers |
| 14:37:00 | raptor | so - first day without forum bot registrations in a while... |
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| 15:11:00 | | Helmic has joined |
| 15:19:00 | Helmic | Karamazovapy: You there? |
| 16:18:00 | karamazovapy | here |
| 16:18:00 | karamazovapy | Helmic - did you get the practice pm? |
| 16:19:00 | Helmic | That I did. Really suggest asking everyone to give times they can play. |
| 16:19:00 | karamazovapy | I'm not the boss |
| 16:20:00 | karamazovapy | but his idea is that we'll have lots of little practices instead of one big one |
| 16:20:00 | karamazovapy | and we'll stay on past 10:30 so you can make it, if that will work |
| 16:20:00 | Helmic | Yeah, that'd be appreciated. |
| 16:20:00 | Helmic | But I'm speaking as someone that's organized stuff like this, you NEED to know what times people can get on. |
| 16:21:00 | Helmic | Otherwise people just won't show up for practices. |
| 16:21:00 | karamazovapy | I agree, but you should take it up with one of the officers...I don't want to overstep my bounds |
| 16:21:00 | Helmic | I really doubt furbuggy's going to flip if someone takes a little initiative. |
| 16:22:00 | karamazovapy | I'm sure you're right, but I'm not an officer and I want to be clear about that |
| 16:23:00 | Helmic | Anyways, you free for a quick game or two? |
| 16:23:00 | karamazovapy | sure, just need to walk the dog in a bit |
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| 20:34:00 | raptor | man |
| 20:35:00 | raptor | i think designing a music system is a project... |
| 21:15:00 | karamazovapy | three different games going on at once! |
| 21:15:00 | karamazovapy | bitfighter record! |
| 21:15:00 | raptor | wOW |
| 21:16:00 | sam686 | i ony see 2 different game.. |
| 21:16:00 | karamazovapy | there was someone playing a dungeon or something |
| 21:16:00 | karamazovapy | might've left |
| 21:16:00 | karamazovapy | still! |
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| 23:46:00 | | Helmic has joined |
| 23:47:00 | Helmic | Yo. |
| 23:48:00 | Helmic | Karamazovapy? |
| 23:50:00 | sam686 | do you think this is cheating? http://www.youtube.com/watch?v=DlTQtCENp9I |
| 23:52:00 | Helmic | Going to take a while for that video to load. |
| 23:53:00 | sam686 | Basically in team Bitmatch, suicide have no score changes.. |
| 23:55:00 | Helmic | Suiciding to deny your opponent kills? |
| 23:55:00 | sam686 | yes |
| 23:55:00 | Helmic | On the face, yes it is cheating. |
| 23:56:00 | Helmic | But you don't want to let people grief their team by giving them a negative score. |
| 23:56:00 | Helmic | Solution: suiciding shortly after taking damage from an enemy awards your enemy a kill as they forced you to suicid.e |
| 23:57:00 | sam686 | maybe a simple fix is to subtract your team a point, or all point to enemy team. If adding point to enemy team, what about 3 or more team? |
| 23:57:00 | sam686 | add point to all enemy teams when suicide? |
| 23:58:00 | Helmic | Simple from a coding perspective, maybe, but from a playability perspective forcing your opponent to suicide is expected in most modern games. |
| 23:58:00 | Helmic | *getting rewarded when |
| 23:58:00 | sam686 | subtracting points can make the game go forever until time limit ran out... |
| 23:58:00 | Helmic | You ever play Monday Night Combat? |
| 23:59:00 | Helmic | Or Team Fortress? |
| 23:59:00 | sam686 | i haven't played nether of those |
| 23:59:00 | Helmic | Subtracting points won't work as it allows for easy griefing. |
| 23:59:00 | Helmic | Switch teams, suicide. |