#bitfighter IRC Log

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IRC Log for 2012-01-07

Timestamps are in GMT/BST.

00:01:00raptorthe boost effect has disappeared
00:01:00Watusimoto???
00:01:00raptoryeah, where'd the yellow lines go?
00:02:00Watusimotonoted -- I'll check
00:03:00raptorcool - i like the effect
00:03:00raptorbetter than putting a countdown, i think..
00:05:00Watusimototheres another effect I want to try
00:05:00Watusimotosolid for first 3.5 seconds
00:05:00Watusimotoblinking last 1.5 secs
00:06:00Watusimotonice thing about both effects is their exact endpoint is a tad ambiguous
00:06:00raptorhaha, yep
00:06:00Watusimotowhich is good for network delays and game play
00:07:00raptori see a magic number
00:07:00raptorline 2061 ship.cpp
00:07:00raptor5000.0f
00:07:00raptorcould be F32(SpawnShieldTime) instead?
00:08:00Watusimotooh yes, that's just for testing
00:08:00Watusimotoso yes, it needs to change
00:08:00BFLogBot - Commit 283b18528049 | Author: buckyballreaction | Log: Start CoreGameType; Core -> CoreItem. Add team to CoreItem. Minor render changes
00:12:00raptorok - time to split up render junk by gametype...
00:12:00raptori think that's my first ste
00:12:00raptorstep
00:14:00raptordo we have a team nexus variation??
00:15:00Watusimotodo we currently have one, you mean? I doubt it
00:15:00Watusimotowe just have two basic scoreboard renderers: one for team games, one for solo games
00:15:00Watusimotowhich, as I think about it, don't break down cleanly along gameType lines
00:15:00sam686any game type could have Teams, in bitfighter
00:16:00raptoryes
00:16:00WatusimotoI think for now, just code in an if gameType = core then renderCoreScore()
00:16:00Watusimotowe'll see how that looks and can refactor if needed
00:33:00raptorWatusimoto: did you say you dislike the comment style that has comments aligned with the start of a line?
00:33:00raptoror just when they are between a control statement and the next line of code
00:33:00raptorabove the control statement OK for you?
00:33:00BFLogBot - Commit 2ad63c635da9 | Author: watusim...@bitfighter.org | Log: More spawn shield effect
00:33:00BFLogBot - Commit bff76d1ec551 | Author: watusim...@bitfighter.org | Log: Merge
00:34:00Watusimotoonly if there are no { }s
00:34:00raptoryes, ok
00:34:00raptorthanks
00:34:00Watusimotoso this is bad:
00:34:00Watusimotoif()
00:34:00Watusimoto/comment
00:35:00Watusimotox++
00:35:00Watusimotobut this is ok
00:35:00Watusimotoif()
00:35:00Watusimoto{
00:35:00Watusimoto // comment
00:35:00Watusimotox++
00:35:00Watusimoto}
00:35:00raptorok
00:36:00Watusimotothough usually comment can be appended to the if() line or the x++ line
00:36:00Watusimotobut I know that's not 100% possib;e
00:36:00raptorthey can be long comments
00:36:00sam686i think compiler ignores comments, so if(z) /* comment */ a++; will work?
00:36:00raptoryes
00:36:00raptorthat's not the issue - just developer coding style preference
00:36:00sam686ok
00:37:00raptorwhoa
00:37:00raptorspawnshield is crazy now
00:38:00raptorthat's kind of neat
00:38:00raptorare the circles getting smaller or is that just my eyes?
00:39:00WatusimotoIT'S YOUR eyes
00:40:00raptortechincally 'drawDashedHollowArc' is supposed to have the 'drawDashedHollowArc' piece to conform with the method name...
00:40:00WatusimotoI think this next one is a bridge too far
00:40:00Watusimotoyes, I realize that; might need to be renamed
00:41:00raptorrotating deer tracks of death
00:42:00raptoraaaa
00:42:00Watusimotolet me know what you think of the latest
00:42:00raptori'm being strangled by ants
00:42:00raptor^^ is what i think...
00:42:00Watusimotoyou've seen it!
00:42:00raptorhaha
00:43:00Watusimotosam686 -- have you seen any of the shield effects?
00:43:00raptorside topic - did we ever discuss adding a /suicide command?
00:43:00BFLogBot - Commit 9859a05d0907 | Author: watusim...@bitfighter.org | Log: Ok, now it's getting crazy
00:44:00Watusimotowe discussed it
00:44:00WatusimotoI'm opposed
00:44:00Watusimotothough bots need one
00:44:00raptorok
00:44:00Watusimotoor a quit or something
00:46:00Watusimotonext version coming up...
00:46:00raptorspawn timer works much better now...
00:46:00raptorbytheway
00:46:00WatusimotoI call it strangled by fireants
00:46:00Watusimotohow does it work better?
00:47:00raptorwhen level ends, i can still spawn
00:47:00raptorat next level
00:47:00Watusimotooh, right, that.
00:47:00Watusimotoyes
00:47:00Watusimotoit does
00:47:00sam686all i see is a green shield fading away, sometimes with blinking black dots
00:47:00Watusimotothe whole thing was so freking complex
00:47:00Watusimoto@sam which one are you looking at
00:47:00Watusimotothe latest?
00:47:00sam686the green shield
00:47:00raptorso this one is a spinning hollowed arc
00:48:00Watusimotoright, but there are about 4 iterations
00:48:00Watusimotook, try the very latest
00:48:00sam686oh i wasn't on the latest (283b18528049)
00:48:00Watusimotoit's raptor's original, with slow rotation and fading to black
00:48:00BFLogBot - Commit 903f88f77bcc | Author: watusim...@bitfighter.org | Log: more spawn shield effect
00:48:00Watusimotoone alternative I haven't tried yet is solid then blinking
00:49:00Watusimotois that worth trying?
00:49:00raptorsure why not
00:49:00raptorso fare strangled by fireants is my least favorite
00:49:00raptori like the hollowed arc, still, too
00:49:00raptorand the fade
00:49:00raptornot sure about rotation...
00:50:00raptori ahve to go in 10 min or so
00:51:00Watusimotoso do i
00:55:00Watusimotook, uploaded a new effect; this may be my favorite so far
00:55:00raptorok
00:56:00sam686no wonder where that random dots on green comes from, i had a video behind it that uses hardware overlay, with green mask (0, 128, 0)
00:56:00raptorthat last one feels stressful
00:56:00Watusimotoit shoudl!
00:56:00Watusimotoha
00:57:00sam686good luck trying to blink fast enough with /maxfps 2
00:57:00raptorhaha, no one in their right mind would run at that maxfps...
00:58:00BFLogBot - Commit faf241663599 | Author: watusim...@bitfighter.org | Log: more spawn shield effect
00:59:00raptorok, i'll see you guys later - i'm going to check in some small CoreGame render changes
00:59:00Watusimoto^^ that's the first blinky one
00:59:00Watusimotobye
00:59:00raptorthere's another?
00:59:00Watusimotoone more; just tried it, something went wrong, got random flashing
00:59:00Watusimotoit's going to be an accelerated flashing
01:00:00Watusimotothree tier; no flash, slow flash, fast flash
01:00:00Watusimotoyou saw fast flash
01:00:00Watusimotoyou can give me feedback later; just want to get htis item off the list
01:01:00sam686if it flashes too slow, it may look like there wasn't any spawn shield for a very short time for players started to look at that ship
01:02:00raptorok, later!
01:03:00BFLogBot - Commit b8b277234f4b | Author: buckyballreaction | Log: Render Core Scores better
01:03:00Watusimotowon't be too slow
01:04:00raptor Quit (Remote host closed the connection)
01:04:00Watusimotowe'll all just have to decide if it's good or not
01:09:00Watusimototwo tier is too "busy"
01:30:00Watusimotook, tried lots of combos of blink rates and transparency... will check in by best effort shortly, and will be done until I get feedback
01:45:00karamazovapylol...I want to see some of the spawn shield timers
01:51:00karamazovapywe'll see if these kids show up to learn how to code levegens in about ten minutes
01:57:00Watusimotohooray!
01:57:00Watusimotogood night
02:01:00karamazovapycan someone master-kick :p
02:03:00Watusimoto Quit (Ping timeout: 268 seconds)
02:04:00Little_Apple has joined
02:04:00Little_AppleSAM
02:04:00Little_AppleSAM SAM SAM
02:05:00Little_Applenvm
02:05:00Little_Applelaterr
02:05:00Little_Apple Quit (Client Quit)
02:37:00sam686 Quit (Ping timeout: 245 seconds)
03:03:00koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
03:42:00raptor has joined
03:42:00ChanServ sets mode +o raptor
03:46:00raptorlooks like watusimoto didn't finish his final spawn shield
03:52:00raptorkaramazovapy: if you want, i can show you some of the spawn shield effects watusimoto was creating
04:12:00sam686 has joined
04:12:00ChanServ sets mode +v sam686
04:25:00raptorok karamazovapy, here are the 5 variations watusimoto made: http://sam686.maxhushahn.com/upload/spawnshield.zip
04:50:00raptorok - back to coregametype
05:29:00BFLogBot - Commit 7d7ab620e6c1 | Author: sam8641 | Log: mInital moved to Item, changed some pack / unpackUpdate to save one bit
05:39:00raptoryay!
05:48:00karamazovapy Quit (Read error: Connection reset by peer)
05:52:00karamazovapy has joined
06:05:00sam686i will go, night
06:05:00raptornight
06:06:00raptorhey karamazovapy, what do you think about this for bitfighter music?: http://sam686.maxhushahn.com/upload/18.%20My%20Virtual%20World%20of%20Goo%20Corporation.ogg
06:07:00sam686 Quit (Quit: bye, i am going to sleep, bye, i will go to bed, bye bye, good night, see you tomorrow)
06:07:00raptorhey botfigther made an appearance
06:08:00raptoralso i think LA and BB live to double-team people
08:29:00raptor Quit (Remote host closed the connection)
08:49:00BFLogBot - Commit 5c23f73a241a | Author: buckyballreaction | Log: CoreGameType check point: - move CoreItem to CoreGame.cpp - Gametype settings include Core hit points - Gametype excludes winning score (hard-coded to 0) - BUG: CoreItems not rendering in-game again - BUG: Crash after CoreItem is destroyed - need to remove it from CoreGameType's internal Core list
09:44:00LordDVG has joined
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13:26:00Watusimoto Quit (Ping timeout: 240 seconds)
14:11:00sky_lark has joined
14:21:00sky_lark_k, you there?
14:24:00LordDVG Quit (*.net *.split)
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15:01:00koda Quit (Quit: koda)
15:08:00sky_lark Quit (Quit: Page closed)
15:58:00Watusimoto has joined
16:10:00karamazovapywell I am now...
16:27:00Watusimoto Quit (Ping timeout: 260 seconds)
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18:06:00ChanServ sets mode +v sam686
18:37:00Watusimoto_ Quit (Ping timeout: 276 seconds)
19:48:00LordDVG Quit (Remote host closed the connection)
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20:02:00LordDVG Quit (Quit: mjuza, better way for listening to music: sf.net/projects/mjuza/)
20:06:00Watusimoto has joined
21:26:00raptor has joined
21:26:00ChanServ sets mode +o raptor
21:27:00raptorhello
21:27:00raptori have architectural questions when implementing this new CoreGameType
21:27:00raptorbut i have to remember them because i stayed up so late before checking in...
21:52:00Watusimoto Quit (Ping timeout: 255 seconds)
22:22:00raptorhi sam686
22:23:00raptorif you're around, i have a question about something i'm not sure how to do...
22:24:00sam686?
22:24:00raptorhi
22:24:00sam686hi
22:24:00raptorso with my latest commit
22:25:00raptori added an onAddedToGame method in CoreItem
22:25:00raptorso that it adds to a Vector<CoreItem*> in CoreGameType
22:25:00raptorbut, I don't know how to remove them from the mCores Vector once they are destroyed
22:25:00sam686Vector<SavePtr<CoreItem>> ?
22:26:00raptorwhat does that do?
22:26:00sam686it sets to NULL (0x00000000) when it gets deleted
22:27:00raptorah, so they wouldn't actually be removed from the Vector, i'd just add a check for NULL?
22:27:00sam686yes, then you can delete the NULL pointers in Vector<SafePtr<...>>
22:28:00sam686kind of like i did on RabbitGameType::idle
22:28:00raptorlooking...
22:29:00sam686though, FlagItem never gets deleted (except in Nexus), so that Assert is there
22:30:00raptordoes that work with incrementing through the Vector?
22:30:00sam686well, i should have done the for loob backwards, but flagItem never gets deleted in rabbit game...
22:31:00raptorah ok
22:32:00sam686for(S32 flagIndex = mFlags.size() - 1; flagIndex >= 0; flagIndex--) or similar will allow deleting from vector without skipping some item..
22:33:00raptorok
22:33:00raptorerase_fast still work OK that way?
22:33:00sam686yes, i think..
22:33:00sam686it doesn't tough any index at less then "index_to_delete"
22:35:00raptorok
22:36:00raptori think i'm about 75% done with the COreGameType now...
22:37:00koda has joined
22:38:00raptorok, fixed that bug
22:38:00raptorthanks sam686
22:40:00BFLogBot - Commit 2f22f8893e6b | Author: buckyballreaction | Log: Fix crash with CoreItems being destroyed
22:55:00Watusimoto has joined
22:56:00raptornow to figure out the scoring...
23:04:00raptoralso for whatever reason, the cores are rendering black now
23:05:00raptorbut only in-game, not in editor
23:07:00raptoractually they aren't rendering at all...
23:45:00Watusimoto Quit (Ping timeout: 248 seconds)
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