Timestamps are in GMT/BST.
| 00:01:00 | raptor | the boost effect has disappeared |
| 00:01:00 | Watusimoto | ??? |
| 00:01:00 | raptor | yeah, where'd the yellow lines go? |
| 00:02:00 | Watusimoto | noted -- I'll check |
| 00:03:00 | raptor | cool - i like the effect |
| 00:03:00 | raptor | better than putting a countdown, i think.. |
| 00:05:00 | Watusimoto | theres another effect I want to try |
| 00:05:00 | Watusimoto | solid for first 3.5 seconds |
| 00:05:00 | Watusimoto | blinking last 1.5 secs |
| 00:06:00 | Watusimoto | nice thing about both effects is their exact endpoint is a tad ambiguous |
| 00:06:00 | raptor | haha, yep |
| 00:06:00 | Watusimoto | which is good for network delays and game play |
| 00:07:00 | raptor | i see a magic number |
| 00:07:00 | raptor | line 2061 ship.cpp |
| 00:07:00 | raptor | 5000.0f |
| 00:07:00 | raptor | could be F32(SpawnShieldTime) instead? |
| 00:08:00 | Watusimoto | oh yes, that's just for testing |
| 00:08:00 | Watusimoto | so yes, it needs to change |
| 00:08:00 | | BFLogBot - Commit 283b18528049 | Author: buckyballreaction | Log: Start CoreGameType; Core -> CoreItem. Add team to CoreItem. Minor render changes |
| 00:12:00 | raptor | ok - time to split up render junk by gametype... |
| 00:12:00 | raptor | i think that's my first ste |
| 00:12:00 | raptor | step |
| 00:14:00 | raptor | do we have a team nexus variation?? |
| 00:15:00 | Watusimoto | do we currently have one, you mean? I doubt it |
| 00:15:00 | Watusimoto | we just have two basic scoreboard renderers: one for team games, one for solo games |
| 00:15:00 | Watusimoto | which, as I think about it, don't break down cleanly along gameType lines |
| 00:15:00 | sam686 | any game type could have Teams, in bitfighter |
| 00:16:00 | raptor | yes |
| 00:16:00 | Watusimoto | I think for now, just code in an if gameType = core then renderCoreScore() |
| 00:16:00 | Watusimoto | we'll see how that looks and can refactor if needed |
| 00:33:00 | raptor | Watusimoto: did you say you dislike the comment style that has comments aligned with the start of a line? |
| 00:33:00 | raptor | or just when they are between a control statement and the next line of code |
| 00:33:00 | raptor | above the control statement OK for you? |
| 00:33:00 | | BFLogBot - Commit 2ad63c635da9 | Author: watusim...@bitfighter.org | Log: More spawn shield effect |
| 00:33:00 | | BFLogBot - Commit bff76d1ec551 | Author: watusim...@bitfighter.org | Log: Merge |
| 00:34:00 | Watusimoto | only if there are no { }s |
| 00:34:00 | raptor | yes, ok |
| 00:34:00 | raptor | thanks |
| 00:34:00 | Watusimoto | so this is bad: |
| 00:34:00 | Watusimoto | if() |
| 00:34:00 | Watusimoto | /comment |
| 00:35:00 | Watusimoto | x++ |
| 00:35:00 | Watusimoto | but this is ok |
| 00:35:00 | Watusimoto | if() |
| 00:35:00 | Watusimoto | { |
| 00:35:00 | Watusimoto | // comment |
| 00:35:00 | Watusimoto | x++ |
| 00:35:00 | Watusimoto | } |
| 00:35:00 | raptor | ok |
| 00:36:00 | Watusimoto | though usually comment can be appended to the if() line or the x++ line |
| 00:36:00 | Watusimoto | but I know that's not 100% possib;e |
| 00:36:00 | raptor | they can be long comments |
| 00:36:00 | sam686 | i think compiler ignores comments, so if(z) /* comment */ a++; will work? |
| 00:36:00 | raptor | yes |
| 00:36:00 | raptor | that's not the issue - just developer coding style preference |
| 00:36:00 | sam686 | ok |
| 00:37:00 | raptor | whoa |
| 00:37:00 | raptor | spawnshield is crazy now |
| 00:38:00 | raptor | that's kind of neat |
| 00:38:00 | raptor | are the circles getting smaller or is that just my eyes? |
| 00:39:00 | Watusimoto | IT'S YOUR eyes |
| 00:40:00 | raptor | techincally 'drawDashedHollowArc' is supposed to have the 'drawDashedHollowArc' piece to conform with the method name... |
| 00:40:00 | Watusimoto | I think this next one is a bridge too far |
| 00:40:00 | Watusimoto | yes, I realize that; might need to be renamed |
| 00:41:00 | raptor | rotating deer tracks of death |
| 00:42:00 | raptor | aaaa |
| 00:42:00 | Watusimoto | let me know what you think of the latest |
| 00:42:00 | raptor | i'm being strangled by ants |
| 00:42:00 | raptor | ^^ is what i think... |
| 00:42:00 | Watusimoto | you've seen it! |
| 00:42:00 | raptor | haha |
| 00:43:00 | Watusimoto | sam686 -- have you seen any of the shield effects? |
| 00:43:00 | raptor | side topic - did we ever discuss adding a /suicide command? |
| 00:43:00 | | BFLogBot - Commit 9859a05d0907 | Author: watusim...@bitfighter.org | Log: Ok, now it's getting crazy |
| 00:44:00 | Watusimoto | we discussed it |
| 00:44:00 | Watusimoto | I'm opposed |
| 00:44:00 | Watusimoto | though bots need one |
| 00:44:00 | raptor | ok |
| 00:44:00 | Watusimoto | or a quit or something |
| 00:46:00 | Watusimoto | next version coming up... |
| 00:46:00 | raptor | spawn timer works much better now... |
| 00:46:00 | raptor | bytheway |
| 00:46:00 | Watusimoto | I call it strangled by fireants |
| 00:46:00 | Watusimoto | how does it work better? |
| 00:47:00 | raptor | when level ends, i can still spawn |
| 00:47:00 | raptor | at next level |
| 00:47:00 | Watusimoto | oh, right, that. |
| 00:47:00 | Watusimoto | yes |
| 00:47:00 | Watusimoto | it does |
| 00:47:00 | sam686 | all i see is a green shield fading away, sometimes with blinking black dots |
| 00:47:00 | Watusimoto | the whole thing was so freking complex |
| 00:47:00 | Watusimoto | @sam which one are you looking at |
| 00:47:00 | Watusimoto | the latest? |
| 00:47:00 | sam686 | the green shield |
| 00:47:00 | raptor | so this one is a spinning hollowed arc |
| 00:48:00 | Watusimoto | right, but there are about 4 iterations |
| 00:48:00 | Watusimoto | ok, try the very latest |
| 00:48:00 | sam686 | oh i wasn't on the latest (283b18528049) |
| 00:48:00 | Watusimoto | it's raptor's original, with slow rotation and fading to black |
| 00:48:00 | | BFLogBot - Commit 903f88f77bcc | Author: watusim...@bitfighter.org | Log: more spawn shield effect |
| 00:48:00 | Watusimoto | one alternative I haven't tried yet is solid then blinking |
| 00:49:00 | Watusimoto | is that worth trying? |
| 00:49:00 | raptor | sure why not |
| 00:49:00 | raptor | so fare strangled by fireants is my least favorite |
| 00:49:00 | raptor | i like the hollowed arc, still, too |
| 00:49:00 | raptor | and the fade |
| 00:49:00 | raptor | not sure about rotation... |
| 00:50:00 | raptor | i ahve to go in 10 min or so |
| 00:51:00 | Watusimoto | so do i |
| 00:55:00 | Watusimoto | ok, uploaded a new effect; this may be my favorite so far |
| 00:55:00 | raptor | ok |
| 00:56:00 | sam686 | no 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) |
| 00:56:00 | raptor | that last one feels stressful |
| 00:56:00 | Watusimoto | it shoudl! |
| 00:56:00 | Watusimoto | ha |
| 00:57:00 | sam686 | good luck trying to blink fast enough with /maxfps 2 |
| 00:57:00 | raptor | haha, no one in their right mind would run at that maxfps... |
| 00:58:00 | | BFLogBot - Commit faf241663599 | Author: watusim...@bitfighter.org | Log: more spawn shield effect |
| 00:59:00 | raptor | ok, i'll see you guys later - i'm going to check in some small CoreGame render changes |
| 00:59:00 | Watusimoto | ^^ that's the first blinky one |
| 00:59:00 | Watusimoto | bye |
| 00:59:00 | raptor | there's another? |
| 00:59:00 | Watusimoto | one more; just tried it, something went wrong, got random flashing |
| 00:59:00 | Watusimoto | it's going to be an accelerated flashing |
| 01:00:00 | Watusimoto | three tier; no flash, slow flash, fast flash |
| 01:00:00 | Watusimoto | you saw fast flash |
| 01:00:00 | Watusimoto | you can give me feedback later; just want to get htis item off the list |
| 01:01:00 | sam686 | if 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 |
| 01:02:00 | raptor | ok, later! |
| 01:03:00 | | BFLogBot - Commit b8b277234f4b | Author: buckyballreaction | Log: Render Core Scores better |
| 01:03:00 | Watusimoto | won't be too slow |
| 01:04:00 | | raptor Quit (Remote host closed the connection) |
| 01:04:00 | Watusimoto | we'll all just have to decide if it's good or not |
| 01:09:00 | Watusimoto | two tier is too "busy" |
| 01:30:00 | Watusimoto | ok, tried lots of combos of blink rates and transparency... will check in by best effort shortly, and will be done until I get feedback |
| 01:45:00 | karamazovapy | lol...I want to see some of the spawn shield timers |
| 01:51:00 | karamazovapy | we'll see if these kids show up to learn how to code levegens in about ten minutes |
| 01:57:00 | Watusimoto | hooray! |
| 01:57:00 | Watusimoto | good night |
| 02:01:00 | karamazovapy | can someone master-kick :p |
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| 02:04:00 | Little_Apple | SAM |
| 02:04:00 | Little_Apple | SAM SAM SAM |
| 02:05:00 | Little_Apple | nvm |
| 02:05:00 | Little_Apple | laterr |
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| 03:46:00 | raptor | looks like watusimoto didn't finish his final spawn shield |
| 03:52:00 | raptor | karamazovapy: if you want, i can show you some of the spawn shield effects watusimoto was creating |
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| 04:25:00 | raptor | ok karamazovapy, here are the 5 variations watusimoto made: http://sam686.maxhushahn.com/upload/spawnshield.zip |
| 04:50:00 | raptor | ok - back to coregametype |
| 05:29:00 | | BFLogBot - Commit 7d7ab620e6c1 | Author: sam8641 | Log: mInital moved to Item, changed some pack / unpackUpdate to save one bit |
| 05:39:00 | raptor | yay! |
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| 06:05:00 | sam686 | i will go, night |
| 06:05:00 | raptor | night |
| 06:06:00 | raptor | hey karamazovapy, what do you think about this for bitfighter music?: http://sam686.maxhushahn.com/upload/18.%20My%20Virtual%20World%20of%20Goo%20Corporation.ogg |
| 06:07:00 | | sam686 Quit (Quit: bye, i am going to sleep, bye, i will go to bed, bye bye, good night, see you tomorrow) |
| 06:07:00 | raptor | hey botfigther made an appearance |
| 06:08:00 | raptor | also i think LA and BB live to double-team people |
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| 08:49:00 | | BFLogBot - 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 |
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| 14:21:00 | sky_lark | _k, you there? |
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| 16:10:00 | karamazovapy | well I am now... |
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| 21:27:00 | raptor | hello |
| 21:27:00 | raptor | i have architectural questions when implementing this new CoreGameType |
| 21:27:00 | raptor | but i have to remember them because i stayed up so late before checking in... |
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| 22:22:00 | raptor | hi sam686 |
| 22:23:00 | raptor | if you're around, i have a question about something i'm not sure how to do... |
| 22:24:00 | sam686 | ? |
| 22:24:00 | raptor | hi |
| 22:24:00 | sam686 | hi |
| 22:24:00 | raptor | so with my latest commit |
| 22:25:00 | raptor | i added an onAddedToGame method in CoreItem |
| 22:25:00 | raptor | so that it adds to a Vector<CoreItem*> in CoreGameType |
| 22:25:00 | raptor | but, I don't know how to remove them from the mCores Vector once they are destroyed |
| 22:25:00 | sam686 | Vector<SavePtr<CoreItem>> ? |
| 22:26:00 | raptor | what does that do? |
| 22:26:00 | sam686 | it sets to NULL (0x00000000) when it gets deleted |
| 22:27:00 | raptor | ah, so they wouldn't actually be removed from the Vector, i'd just add a check for NULL? |
| 22:27:00 | sam686 | yes, then you can delete the NULL pointers in Vector<SafePtr<...>> |
| 22:28:00 | sam686 | kind of like i did on RabbitGameType::idle |
| 22:28:00 | raptor | looking... |
| 22:29:00 | sam686 | though, FlagItem never gets deleted (except in Nexus), so that Assert is there |
| 22:30:00 | raptor | does that work with incrementing through the Vector? |
| 22:30:00 | sam686 | well, i should have done the for loob backwards, but flagItem never gets deleted in rabbit game... |
| 22:31:00 | raptor | ah ok |
| 22:32:00 | sam686 | for(S32 flagIndex = mFlags.size() - 1; flagIndex >= 0; flagIndex--) or similar will allow deleting from vector without skipping some item.. |
| 22:33:00 | raptor | ok |
| 22:33:00 | raptor | erase_fast still work OK that way? |
| 22:33:00 | sam686 | yes, i think.. |
| 22:33:00 | sam686 | it doesn't tough any index at less then "index_to_delete" |
| 22:35:00 | raptor | ok |
| 22:36:00 | raptor | i think i'm about 75% done with the COreGameType now... |
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| 22:38:00 | raptor | ok, fixed that bug |
| 22:38:00 | raptor | thanks sam686 |
| 22:40:00 | | BFLogBot - Commit 2f22f8893e6b | Author: buckyballreaction | Log: Fix crash with CoreItems being destroyed |
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| 22:56:00 | raptor | now to figure out the scoring... |
| 23:04:00 | raptor | also for whatever reason, the cores are rendering black now |
| 23:05:00 | raptor | but only in-game, not in editor |
| 23:07:00 | raptor | actually they aren't rendering at all... |
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