Timestamps are in GMT/BST.
| 00:15:00 | raptor | thanks for fixing the Makefile for me |
| 00:16:00 | raptor | karamazovapy: you assessment of how we draw the ships is correct |
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| 01:52:00 | karamazovapy | I like that dinosaurs are mentioned on the bitfighter startup screen |
| 01:53:00 | | BFLogBot - Commit a42402e75ddd | Author: buckyballreaction | Log: Prevent module secondary from firing if not enough energy; Other minor clean-up |
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| 05:44:00 | Zoomber | hi karamazovapy |
| 05:51:00 | karamazovapy | A |
| 05:56:00 | Zoomber | karamazovapy, you should come join the #pointblank party |
| 05:57:00 | karamazovapy | it's a party? really? |
| 06:01:00 | Zoomber | karamazovapy: do /j #pointblank |
| 06:03:00 | karamazovapy | I know how irc works. |
| 06:04:00 | Zoomber | sorry, i didn't mean it like that |
| 06:07:00 | Zoomber | i just wanted you to join the party as quick as you could |
| 06:07:00 | Zoomber | pointblank is answering all my questions |
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| 09:50:00 | raptor | It's a boy! |
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| 12:35:00 | watusimoto | hello |
| 12:35:00 | sam686 | hi |
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| 12:51:00 | watusimoto | I'm totally fed up with my latest refactor |
| 12:51:00 | watusimoto | that stupid ClientRef crap |
| 12:51:00 | watusimoto | that I tried to replace |
| 12:51:00 | watusimoto | and am now replicating |
| 12:51:00 | watusimoto | I can't go back, and going forward is very painful |
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| 14:42:00 | raptor | It's a boy! |
| 14:45:00 | watusimoto | eh? |
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| 14:48:00 | raptor | i've got two now |
| 14:48:00 | watusimoto | wait... your wife was pregnant? |
| 14:49:00 | watusimoto | you just had a baby? |
| 14:49:00 | raptor | yep :) |
| 14:49:00 | watusimoto | well, contratulations!! |
| 14:49:00 | raptor | thanks! |
| 14:49:00 | watusimoto | I'd suggest the name "watusimoto"! |
| 14:49:00 | watusimoto | that's a fine boy's name |
| 14:49:00 | watusimoto | don't you think? |
| 14:49:00 | raptor | i was thinking ' locutus' |
| 14:50:00 | raptor | but were not sure yet... |
| 14:50:00 | raptor | and yes, that's a fine name |
| 14:50:00 | watusimoto | Ah well, I prefer watusimoto, but then that's just me. I guess I had my chance |
| 14:50:00 | watusimoto | :-) |
| 14:51:00 | raptor | so now i get to skip work and work on bitfighter! |
| 14:51:00 | watusimoto | ha! |
| 14:51:00 | watusimoto | you missed my lament |
| 14:51:00 | raptor | ClientRef nonsense? |
| 14:51:00 | watusimoto | yes |
| 14:52:00 | raptor | I subscribe to the IRC logs faithfully |
| 14:52:00 | watusimoto | I'm totally boxed in |
| 14:52:00 | watusimoto | but I'll just have to push on forward |
| 14:53:00 | watusimoto | especially as you and sam have checked in, whcih makes reversion even less of an option |
| 14:53:00 | raptor | well... I haven't done much with clientref stuff |
| 14:53:00 | raptor | can't vouch for sam |
| 14:55:00 | raptor | will forging ahead result in better code? |
| 14:55:00 | watusimoto | mayve |
| 14:55:00 | watusimoto | maybe |
| 14:56:00 | watusimoto | I mean, it won't be worse |
| 14:56:00 | watusimoto | it will probably be much the same as it was before |
| 14:56:00 | watusimoto | but it will all need to be tested |
| 14:56:00 | raptor | better doc, hopefully? |
| 14:56:00 | watusimoto | well, there is really no real alternative at this opint. I need to move forward, then see if it works |
| 14:56:00 | watusimoto | probably not |
| 14:56:00 | watusimoto | well, maybe |
| 14:57:00 | watusimoto | I have been trying to make lots of comments explaining why things work the way they do |
| 14:57:00 | watusimoto | sigh |
| 14:57:00 | watusimoto | maybe I'll get it to compile again tonight, then I can see where I am |
| 14:57:00 | watusimoto | still hundreds of errors |
| 14:57:00 | watusimoto | and each requires some thought to fix |
| 14:59:00 | raptor | yeah, i've been add comments like crazy to all the code i've had to figure out to get module secondaries to work.. |
| 15:00:00 | sam686 | could always start over, or undo some changes, but if you made too many changes, that would be hard.. |
| 15:00:00 | raptor | we could rewrite bitfighter in java like we've always wanted to... |
| 15:00:00 | raptor | :) |
| 15:00:00 | sam686 | opengl for java? |
| 15:00:00 | raptor | it exists! |
| 15:00:00 | sam686 | does jave work with unsigned integers? |
| 15:00:00 | raptor | yep |
| 15:01:00 | raptor | (I'm just joking... in case you couldn't tell...) |
| 15:01:00 | raptor | my brain's still a little scrambled from last night |
| 15:02:00 | sam686 | i don't think java supports unsigned integer... |
| 15:03:00 | raptor | huh, how have I been programming with java for 3 years and missed that... |
| 15:03:00 | raptor | you're right |
| 15:04:00 | raptor | I think java has some crazy wrapper classes that let you get around it.. |
| 15:05:00 | sam686 | wrapper classes = possibly more memory usage, i think... unsigned integer is used a lot in bitfighter and TNL and others... |
| 15:05:00 | raptor | no doubt: java uses more memory |
| 15:06:00 | raptor | but wait, why are we taking about java? we should write bitfighter in python! |
| 15:06:00 | sam686 | i know nothing about python... |
| 15:07:00 | raptor | as watusimoto once said: "python is a fact of life" |
| 15:10:00 | raptor | so i have some crazy ideas about what we could do for module secondaries |
| 15:11:00 | raptor | boost: nitro |
| 15:11:00 | raptor | shield: overload |
| 15:11:00 | sam686 | small problem with opengl and windows is not all windows computer have opengl (even if it has direct 3d hardware), or opengl may be very slow in some windows computers... |
| 15:12:00 | raptor | cloak: visual jamming (disrupt other guys view) |
| 15:13:00 | sam686 | how about a smoke screen that blocks enemies from seeing you? |
| 15:13:00 | raptor | sure - but i don't know how smoke would look with retro graphics |
| 15:14:00 | raptor | just some ideas... watusimoto, karamazovapy what do you guys think? |
| 15:15:00 | sam686 | retro = smoke screen have gray squiggly outline and black fill, smoke screen + retro = don't look much like smoke |
| 15:15:00 | raptor | haha, yeah |
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| 15:19:00 | sam686 | i bet most people don't want retro computers.. |
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| 15:24:00 | watusimoto | nitro could take all remaining energy and convert it to a single impulse like a gofast |
| 15:24:00 | raptor | yes! |
| 15:24:00 | watusimoto | more energy, more gofaster |
| 15:24:00 | raptor | semi-good idea? |
| 15:24:00 | watusimoto | little energy, little gofaster |
| 15:25:00 | watusimoto | but you'd be left with no energy |
| 15:25:00 | watusimoto | which would be the negative of usig it |
| 15:25:00 | watusimoto | perhaps |
| 15:25:00 | watusimoto | only trying it would know |
| 15:25:00 | watusimoto | wait, that made no sense! |
| 15:26:00 | watusimoto | that would be easy enough to test |
| 15:26:00 | watusimoto | we couldn't call it nitro |
| 15:27:00 | watusimoto | neutron |
| 15:27:00 | watusimoto | nitron |
| 15:29:00 | karamazovapy | I think it would be hazardous to the game to fully enable these secondaries with the next release, but I'm not against the idea of testing them out |
| 15:31:00 | watusimoto | why do you say that? |
| 15:31:00 | watusimoto | you may well be rught, just curious |
| 15:31:00 | raptor | too much too fast? |
| 15:31:00 | karamazovapy | something like that |
| 15:31:00 | karamazovapy | we don't know how they'll balance with everything else |
| 15:31:00 | watusimoto | true |
| 15:32:00 | raptor | thruster! |
| 15:32:00 | karamazovapy | or if you can activate them accidentally in the middle of a game and screw yourself |
| 15:32:00 | watusimoto | maybe there could be a flag to enable them, controlled by the server, and we could enable them experimentally |
| 15:32:00 | raptor | i can make the double-click timer really short |
| 15:32:00 | karamazovapy | for example, double click activation will totally screw up bots who shield |
| 15:32:00 | watusimoto | bots would need to explicitly activate specials |
| 15:32:00 | watusimoto | they wouldn't do it by simulating double click |
| 15:33:00 | karamazovapy | that's a good start, but people still have a habit of "strobing" things like boost |
| 15:33:00 | raptor | yes, right now the double-click requires the module key/button to be pressed physically |
| 15:33:00 | sam686 | robots might have a seperate command for secondaries, probably. |
| 15:34:00 | karamazovapy | since it's more energy efficient for a player to strobe a module when it's needed instead of holding it down, it might be possible to double click accidentally |
| 15:34:00 | karamazovapy | at least for turbo and shield |
| 15:34:00 | karamazovapy | maybe repair...hard to say on that one |
| 15:35:00 | raptor | i've tried it with repair - no real advantage |
| 15:35:00 | karamazovapy | yeah, I didn't think so |
| 15:35:00 | sam686 | weapons that don't have secondaries (shield) won't be affected.. |
| 15:36:00 | karamazovapy | my main concern with a full release of secondaries is two fold: 1) that they will somehow unbalance or screw up gameplay, 2) that we'll be stuck with them for a long time between releases if they don't work as expected |
| 15:37:00 | karamazovapy | I cite soccer ball carrying as an idea that worked great when a couple people tooled around with it, but that utterly failed when a group of ten people logged in and had to deal with it simultaneously |
| 15:38:00 | raptor | good citation |
| 15:38:00 | karamazovapy | yeah, they can be really cool to play around with and have unexpected quirks in a large group |
| 15:40:00 | raptor | i just realized something with the new sensor mod - you can't see your health very well... |
| 15:40:00 | karamazovapy | hm...would it be possible to increase the width of the health bar when sensor is active? |
| 15:40:00 | karamazovapy | or thickness, maybe? |
| 15:40:00 | raptor | yup |
| 15:40:00 | karamazovapy | of each bar, I mean |
| 15:41:00 | raptor | but the ship is so small... |
| 15:41:00 | karamazovapy | yeah |
| 15:41:00 | karamazovapy | hah...BITFIGHTER MOBILE |
| 15:41:00 | raptor | wasn't there a health bar in zap |
| 15:41:00 | raptor | next to the energy bar? |
| 15:41:00 | karamazovapy | I think Z.A.P. might've had a health bar |
| 15:41:00 | sam686 | maybe add yellow / orange bar for your health at the bottom left of screen? |
| 15:41:00 | karamazovapy | yeah, this is a conversation we had a while ago |
| 15:41:00 | karamazovapy | I think c.bob and zoomber were enthusiastic |
| 15:42:00 | raptor | i'm still confused about the difference between Z.A.P. and variants |
| 15:42:00 | raptor | and timeline |
| 15:42:00 | karamazovapy | zap! was the original garagegames creation that our code is based on |
| 15:42:00 | sam686 | http://www.youtube.com/watch?v=r4K8I-uWc7g - there is health bar at bottom left.. |
| 15:42:00 | karamazovapy | they stopped supporting it right away |
| 15:42:00 | raptor | with exclamation |
| 15:42:00 | raptor | ok |
| 15:42:00 | karamazovapy | yes, as the word "zap" |
| 15:43:00 | karamazovapy | a few years later, shortly before watusimoto came along, garagegames went over to a web-based model that didn't require downloads, "Instant Action" |
| 15:43:00 | karamazovapy | they repackaged zap! as a new game with upgraded graphics called Zero All Productivity |
| 15:43:00 | sam686 | the backgrounds of instantaction version is a little different, and seems better to me... |
| 15:43:00 | karamazovapy | or Z.A.P. |
| 15:43:00 | watusimoto | I think it might make sense to have a visual health bar at the bottom along with energy |
| 15:44:00 | watusimoto | or maybe some indicator below the ship for other players |
| 15:44:00 | karamazovapy | bitfighter.org/forums/viewtopic.php?f=4&t=168&p=1213 |
| 15:44:00 | watusimoto | because it can be really hard to see |
| 15:44:00 | raptor | i've had newcomers ask me where the health bar was, several times |
| 15:45:00 | karamazovapy | Z.A.P. was so ugly |
| 15:45:00 | karamazovapy | that video is terrible |
| 15:45:00 | raptor | was that the hybrid with grid wars? |
| 15:45:00 | karamazovapy | it wasn't meant as a hybrid...but yes |
| 15:45:00 | watusimoto | looks like a shop class is playing bf right now |
| 15:45:00 | raptor | errr... more like infertile offspring |
| 15:46:00 | karamazovapy | they added a health bar because of that stupid little turret on the ship |
| 15:46:00 | sam686 | instantaction version did have some extra animation, like a broken turret effect.. |
| 15:46:00 | karamazovapy | yeah...and smoke |
| 15:47:00 | watusimoto | ok, I'm out of here... gotta leave before I get locked in the building |
| 15:47:00 | karamazovapy | later |
| 15:47:00 | raptor | later |
| 15:47:00 | watusimoto | no smoke... more sparks!! |
| 15:47:00 | karamazovapy | Z.A.P. looks soooooooooo bad |
| 15:48:00 | watusimoto | and once again, congratulations on your baby boy, raptor, and I'm flattered you've decided to call him watusimoto |
| 15:48:00 | karamazovapy | they even animated forcefields going down and the flags waving in...solar wind? |
| 15:48:00 | raptor | ha! |
| 15:48:00 | raptor | thanks |
| 15:48:00 | karamazovapy | oh god, and the teleporter effect is like rippling water |
| 15:49:00 | karamazovapy | interesting, they traded in testitems for testitems that look like asteroids but do no damage and can't be destroyed |
| 15:50:00 | sam686 | instantaction seems to have been made for widescreen (16:9) instead of the ususal 4:3 screen.. |
| 15:51:00 | karamazovapy | there is one fix that might be worth considering...on command view the ships are blown up in size |
| 15:51:00 | sam686 | commander map appear to have better teleport line effect, instead of hard to see dark gray line... |
| 15:52:00 | karamazovapy | I'm not sure which I would like better...it's kind of nice that you're not positive exactly where teleporters will lead |
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| 15:52:00 | raptor | yeah, i consider that a 'feature' |
| 15:53:00 | karamazovapy | they actually look kind of neat in this Z.A.P. video, but I wouldn't want to port the glowy feature |
| 15:54:00 | karamazovapy | so it looks to me like "Bust In" was created to fix the retrieve flag trading problem |
| 15:54:00 | karamazovapy | once a flag is in a zone, it can't be removed |
| 15:54:00 | karamazovapy | when all flags are in zones, it counts as a "touchdown", no matter how the flags are distributed between the teams |
| 15:54:00 | karamazovapy | to increase the length of the battles, they put retrieve zones in enemy bases |
| 15:55:00 | raptor | interesting |
| 15:55:00 | karamazovapy | yeah, that video sam posted has a bustin game in the second half |
| 15:56:00 | karamazovapy | hmm...and they used neutral zones in CTF games to show where the flag returns |
| 15:57:00 | karamazovapy | ugh...even watching these videos without playing, I can never see anything |
| 16:00:00 | karamazovapy | I guess that whole vid was a bust in and I just wasn't paying attention |
| 16:00:00 | karamazovapy | too distracted by the overall crappiness |
| 16:01:00 | raptor | 'distracted' is an excellent word to describe it |
| 16:02:00 | karamazovapy | I rejected Z.A.P. so quickly as a player, I didn't pay much attention to the details |
| 16:02:00 | karamazovapy | (when it was released) |
| 16:02:00 | karamazovapy | and we were all so excited when we heard the developers were coming back to the property! |
| 16:02:00 | raptor | haha |
| 16:03:00 | raptor | seems like they spent more time on their online framework than the game... |
| 16:03:00 | raptor | other than the facelift stuff |
| 16:05:00 | karamazovapy | yeah...they changed the loadout mechanics so that you always have 5 weapons on hand...they added bust in...they created some new maps and a tutorial mode for new players...everything else was just facelift |
| 16:39:00 | | BFLogBot - Commit 5888bc35e47f | Author: buckyballreaction | Log: Spybug laying is sensor secondary component; increase module secondary double- click sensitivity |
| 16:40:00 | raptor | karamazovapy: would you be willing to test the new sensor module with spybug laying if i can get you an 016 build? |
| 16:41:00 | karamazovapy | sure |
| 16:46:00 | raptor | ok let's see if this will build on my windows vm... |
| 17:03:00 | sam686 | where did this come from? #undef main in main.cpp, also link error due to duplicate _main, but no link error in debug build? |
| 17:05:00 | sam686 | in windows, it don't build with #undef main in main.cpp (line 1097) |
| 17:05:00 | raptor | i thought you added that... |
| 17:06:00 | raptor | ok karamazovapy, try this: http://208.107.52.15/upload/Bitfighter-Installer-016-sensor.exe |
| 17:06:00 | raptor | sorry it took a while.. |
| 17:07:00 | sam686 | i get this error, only when using "#undef main" : main.obj : error LNK2005: _main already defined in SDLmain.lib(SDL_win32_main.obj) |
| 17:07:00 | karamazovapy | I thought saturday night fever was kicking off when I launched |
| 17:08:00 | sam686 | i guess somehow it got added by me, and i don't know whi it didn't fail to build till now... |
| 17:08:00 | raptor | oh, haha, i guess the test music was bundled... |
| 17:08:00 | raptor | when it gets annoying, just adjust music volume to 0 |
| 17:08:00 | karamazovapy | way ahead of you |
| 17:11:00 | karamazovapy | I had no idea stars moving in the background made mines so much more visible |
| 17:11:00 | raptor | yep |
| 17:11:00 | raptor | interesting stuff shows up... |
| 17:12:00 | karamazovapy | the stars nauseate me, though |
| 17:12:00 | karamazovapy | double click works well for me, though |
| 17:12:00 | raptor | ok |
| 17:12:00 | raptor | are you using controller? |
| 17:12:00 | karamazovapy | yes |
| 17:12:00 | sam686 | yes, background might need to be improved... |
| 17:13:00 | raptor | also, i made it so the module indicator turns orange when used - do you think the double-click sensitivity is about right? |
| 17:13:00 | raptor | 250 ms |
| 17:14:00 | karamazovapy | yeah, I think the double click is good |
| 17:14:00 | raptor | cool |
| 17:16:00 | raptor | so i guess my next move is to remove spybug from the weapons selection menu |
| 17:16:00 | raptor | if you think this implementation will be good as is |
| 17:16:00 | raptor | we can yet adjust cooldowns/energy requirements, too |
| 17:17:00 | raptor | or even spybug placement |
| 17:17:00 | karamazovapy | I think it's great implementation |
| 17:18:00 | karamazovapy | I might even argue that sensor was too powerful, if people ever used it |
| 17:18:00 | raptor | ok, i consider that high praise |
| 17:18:00 | raptor | yeah, i think sensor is leaps and bounds above what it was.. |
| 17:19:00 | sam686 | spybug seems kind of weak and easily destroyed, spybug mostly only helps finding ships that are carrying flag.. |
| 17:21:00 | raptor | well, my solution to make spybug more powerful was to have placement be extended a little ways |
| 17:21:00 | raptor | but i fear that sensor is already powerful enough |
| 17:22:00 | sam686 | how about a sensor that slowly zooms out farther and farther when using it longer? |
| 17:22:00 | karamazovapy | hm...so it gets more powerful the longer it goes unnoticed? |
| 17:23:00 | raptor | yo umean spybug? |
| 17:23:00 | karamazovapy | I think that's what he meant...? |
| 17:24:00 | sam686 | spybug seems to cost too much energy, and enemy using sensor (or even without sensor) could see and destroy spybug |
| 17:24:00 | raptor | one thing to remember - energy recharge is a little faster |
| 17:24:00 | raptor | when not moving |
| 17:27:00 | sam686 | mines and spybug is much easier to see when raising up your gamma in graphics options: http://208.107.52.15/bitfighter/gamma.png |
| 17:29:00 | | BFLogBot - Commit 57a39c353004 | Author: buckyballreaction | Log: Alter NSIS script for 016 |
| 17:30:00 | raptor | we could also reduce spybug to a pixel |
| 17:33:00 | sam686 | what may look like this http://208.107.52.15/bitfighter/gamma1.png with high gamma will look like this: http://208.107.52.15/bitfighter/gamma3.png |
| 17:35:00 | raptor | watusimoto had the idea of completely hiding mines until you were almost right on top of them |
| 17:36:00 | | Flynnn has joined |
| 17:36:00 | raptor | not sure how to go about doing that though.. |
| 17:37:00 | karamazovapy | there will always be ways to cheat |
| 17:38:00 | karamazovapy | my gamma settings don't seem to have any effect...but I don't have much interest in exploring it |
| 17:42:00 | raptor | karamazovapy: what would you say to some of the ideas to make spybug more powerful: |
| 17:42:00 | raptor | 1. decrease energy usage |
| 17:43:00 | raptor | 2. allow placement in walls |
| 17:43:00 | raptor | 3. make graphical footprint smaller |
| 17:44:00 | | BFLogBot - Commit 1bb77c23ad7b | Author: buckyballreaction | Log: Goodbye spybug weapon loadout |
| 17:46:00 | sam686 | seems kind of silly to have Armor module turns orange when it does nothing... |
| 17:47:00 | raptor | haha |
| 17:47:00 | raptor | that's the thing |
| 17:47:00 | sam686 | also, i see all other weapons go orange when there is no secondary... |
| 17:47:00 | raptor | i was anticipating adding more secondaries |
| 17:48:00 | sam686 | also, i find that placing spybug will place it at the tip of your ship and not the middle, which might not be right for joystick users... |
| 17:48:00 | sam686 | (joystick don't have a button to fire) |
| 17:48:00 | karamazovapy | (but you can face a direction without firing) |
| 17:49:00 | karamazovapy | smaller footprint for which team? |
| 17:49:00 | raptor | the opposing team would see a pixel |
| 17:49:00 | raptor | instead of a gray circle |
| 17:49:00 | raptor | or maybe an even darker circle |
| 17:49:00 | karamazovapy | I could see a smaller circle or a darker circle |
| 17:50:00 | karamazovapy | I thought maybe you were interested in making it less obvious to players with sensor |
| 17:50:00 | raptor | i was taking about standard detection by opposing team |
| 17:51:00 | sam686 | what does that smaller circle do when a ship go over it? nothing? |
| 17:51:00 | karamazovapy | I haven't seen that as one of the primary shortcomings, but whatever |
| 17:51:00 | raptor | ok, i haven't played with people who've used them much |
| 17:52:00 | raptor | so i don't really kow |
| 17:52:00 | raptor | know |
| 17:52:00 | sam686 | somehow a smaller gray circle goes on top of ship.... |
| 17:52:00 | karamazovapy | they're visible, but you don't notice them so readily if the other player is smart or if the game is intense |
| 18:25:00 | | raptor Quit (Remote host closed the connection) |
| 20:48:00 | karamazovapy | humble bundle is in danger of overfishing the well |
| 20:50:00 | | koda has joined |
| 21:04:00 | | BFLogBot - Commit 6b95275a10c5 | Author: buckyballreaction | Log: Clean-up of ship.h header; move declarations into .cpp |
| 21:10:00 | | raptor has joined |
| 21:10:00 | | ChanServ sets mode +o raptor |
| 21:10:00 | raptor | i don't get this humble bundle |
| 21:10:00 | raptor | just one game? |
| 21:16:00 | raptor | ok, what's next? health bar above or below energy bar? |
| 21:18:00 | karamazovapy | I don't want a health bar, but I sense this one isn't going to go my way |
| 21:18:00 | raptor | what would be a good alternative for sensor? |
| 21:18:00 | raptor | i kind of think a health bar is rarely used anyways... you just shoot until your dead |
| 21:19:00 | sam686 | can a sensor see the enemy's energy level? |
| 21:20:00 | raptor | sam686: i get a segfault every once in a while, while I test sensor on 'Asteroid 1' level: http://pastie.org/2607834 |
| 21:20:00 | karamazovapy | what do you mean, a good alternative for sensor? |
| 21:21:00 | raptor | karamazovapy: i meant, if it is important to see some sort of health bar, how can we make it more prominent when using the sensor module (because we're zoomed out so much..) |
| 21:22:00 | karamazovapy | well it seems odd to change the health indicator when using sensor, so my guess is that we wind up with a health bar at the bottom of the screen...but we could go all warcraft/starcraft and have a little bar above the ship |
| 21:22:00 | sam686 | Shields and energy is what make the health bar a bit less important it looks like... |
| 21:24:00 | sam686 | a lot of shooting games have health bar, or health number, or similar.. |
| 21:24:00 | raptor | no warcraft style - yuk |
| 21:26:00 | sam686 | i have a problem in 016 with /addbot restarting the level instead of adding bots like it should.. |
| 21:26:00 | karamazovapy | I wouldn't pick it either, but it's one solution |
| 21:26:00 | raptor | that might be my fault, sam686... le t me check |
| 21:31:00 | raptor | i don't think i did that sam686 |
| 21:33:00 | raptor | it might have something to do with watusimoto's client ref changes |
| 21:33:00 | raptor | but not sure |
| 21:36:00 | raptor | ok, well i'm out until later tonight... |
| 21:36:00 | | raptor Quit (Remote host closed the connection) |
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| 22:50:00 | | Flynnn has joined |
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| 23:38:00 | | Zoomber has joined |
| 23:38:00 | | ChanServ sets mode +v Zoomber |
| 23:38:00 | Zoomber | hey sam686 you awake? |
| 23:39:00 | sam686 | hi |
| 23:39:00 | Zoomber | you have 3 monitors right? |
| 23:39:00 | sam686 | yes, but usually i use 2... |
| 23:40:00 | | BFLogBot - Commit 355f895d024b | Author: sam8641 | Log: Fix LevelGen, Why use #undef main? (rev 117dece29e5b ) |
| 23:40:00 | sam686 | i can simply turn on third monitor and enable it... |
| 23:40:00 | Zoomber | i finally got my adapter, so i have twoo |
| 23:40:00 | Zoomber | and i was wondering, |
| 23:40:00 | Zoomber | should i put IRC in this screen |
| 23:40:00 | Zoomber | or the other? |
| 23:51:00 | Zoomber | karamazovapy has been on btitfighters new forums for about 582 days im guessing |