#bitfighter IRC Log

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IRC Log for 2012-01-08

Timestamps are in GMT/BST.

01:06:00zoomber_mbp Quit (Quit: zoomber_mbp)
01:19:00raptoroh my goodness a swarm is playing..
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01:45:00raptorhi
01:46:00BlackBirdhi
01:46:00sam686hi
01:46:00karamazovapyhi
01:47:00sam686hi
01:47:00zoomber_mbpmyoyo
01:47:00karamazovapymyoyo
01:47:00raptorkaramazovapy: did you see the new spawn shield effects?
01:47:00karamazovapyonly 1 and 5 would play for me
01:47:00zoomber_mbphttp://www.yodawgyo.com/wp-content/uploads/2009/02/xzibit-yo-dawg-i-herd-you-like-yoyos.jpg
01:47:00raptorusing smplayer or vlc?
01:49:00raptorha
01:49:00raptorunfortunately screen capture utils are rudimentary (and crashy) on linux...
01:50:00zoomber_mbp./whois zoomber
01:50:00zoomber_mbpoops
01:53:00zoomber_mbp Quit (Quit: zoomber_mbp)
02:05:00karamazovapyI have another idea for the spawn shield timer
02:06:00karamazovapyshield rotates and loses speed, when it stops moving, it disappears
02:07:00sam686http://sam686.maxhushahn.com/bitfighter/spawnshield/viewall.htm
02:08:00raptoroh thanks sam686
02:08:00sam686all i did is "convert -colors 16 ss1.mpeg ss1.gif\"
02:09:00sam686(without that slash at the end)
02:09:00raptoryeah - i was so fed up with my capture programs that i decided to not mess with imagemagick
02:09:00karamazovapyone of the things that made the old Zap! burst graphic so cool was that you had kind of an instinctual understanding of when it was going to blow up based on the rotational alignment of the two pieces
02:10:00karamazovapyI like the "hollow" arcs, though
02:10:00BlackBirdgoobai everyone
02:10:00raptorbye
02:10:00karamazovapylater bb
02:10:00BlackBird Quit (Quit: Page closed)
02:10:00karamazovapymy young padawans are overly ambitious
02:10:00raptorof course!
02:11:00raptorthat third graphic is entitled 'estrangulation by fireants'
02:12:00karamazovapymy idea is closest to #4, except instead of fading away, have the rotation grind to a stop
02:14:00karamazovapyI'm not wild about fading or blinking
02:23:00raptorblinking is stressful
02:33:00zoomber_mbp has joined
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02:52:00sam686will this link make you more stressful? http://sam686.maxhushahn.com/upload/blink.gif
02:53:00karamazovapythank god I'm not epileptic
02:54:00raptoraaach!
02:54:00raptormy heads
02:54:00raptorhead
02:54:00raptormy brain
02:54:00sam686some animated gif could go evil to some people...
02:55:00karamazovapyremember when all those people had seizures watching pokemon?
02:55:00karamazovapyone of the pokemon used a stun attack (not even joking) and it worked in real life. on the audience.
02:55:00raptorwow
02:56:00raptorhorrible
02:58:00karamazovapyhttp://en.wikipedia.org/wiki/Denn%C5%8D_Senshi_Porygon
03:00:00karamazovapylooks like it was actually a "shock" attack
03:00:00sam686red and blue blinking? (instead of black and white blinking)
03:09:00raptorman - 685 were hospitalized
03:09:00raptorthat's nuts
03:12:00karamazovapythem's the pokemans
03:12:00sam686why does police cars have red and blue flashers, to give people seizures?
03:16:00raptorthat is a valid concern actually
03:16:00raptorit can be distracting to the point of not paying good attention to the road
03:16:00karamazovapythey don't strobe fast enough to do damage
03:17:00karamazovapyalthough I've been curious about the newer police car lights that actually do have a white strobe
03:17:00raptoryeah, not for seizures
04:21:00karamazovapyscroll down slowly as you read - http://comic.naver.com/webtoon/detail.nhn?titleId=350217&no=31&weekday=tue
05:19:00Zoomberi knew whats coming, forever fascinating, dont stop running, make us allways remember. yoooo are, a cinema, i can watch you forever
05:19:00Zoomberaction
05:19:00Zoomberthriller
05:19:00Zoomberi can watcher you forever
05:19:00Zoomberyou are
05:19:00Zoombera cinema,
05:19:00Zoombera hollywood treasure, love you just the way you are.
05:19:00Zoomberget off the groun,d 3 steps down. break..
05:19:00ZoomberDradradradra drop th ebass!
05:19:00Zoombershock the bass!
05:41:00BFLogBot - Commit d82432fadb5c | Author: sam8641 | Log: rewrite writeSignedInt, might be faster, and have extra number toward negative (4 bit signed range is 7 to -8).
07:13:00raptor Quit (Remote host closed the connection)
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07:23:00zoomber_mbpyoyo
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08:31:00zoomber_mbp Quit (Quit: zoomber_mbp)
10:27:00BFLogBot - Commit a5c43abd3c40 | Author: watusim...@bitfighter.org | Log: Formatting
10:27:00BFLogBot - Commit 34531e8b5f49 | Author: watusim...@bitfighter.org | Log: Slight simplification
10:27:00BFLogBot - Commit 2b4dd6cfca4e | Author: watusim...@bitfighter.org | Log: Teenie, tiny further optimization
10:27:00BFLogBot - Commit 7feae6346490 | Author: watusim...@bitfighter.org | Log: Clarification of intent
10:27:00BFLogBot - Commit 87a0a3d4ab36 | Author: watusim...@bitfighter.org | Log: Comment
10:27:00BFLogBot - Commit da2956f82315 | Author: watusim...@bitfighter.org | Log: Added (untested) test for levels that are too big for bot zone generation
10:27:00BFLogBot - Commit 0a0009df4fce | Author: watusim...@bitfighter.org | Log: Maybe better
10:27:00BFLogBot - Commit b8637af0ac18 | Author: watusim...@bitfighter.org | Log: Comment
10:27:00BFLogBot - Commit 0c863ec28d9d | Author: watusim...@bitfighter.org | Log: Merge
10:27:00BFLogBot - Commit 2121e5bc725e | Author: watusim...@bitfighter.org | Log: Comment
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15:53:00BFLogBot - Commit 9702530bbb75 | Author: watusim...@bitfighter.org | Log: Final spawn shield for tonight...
15:53:00BFLogBot - Commit 4ff4768d62de | Author: watusim...@bitfighter.org | Log: Fix turbo trails (problem reported by raptor)
15:53:00BFLogBot - Commit 9085f558fbae | Author: buckyballreaction | Log: Merge. watusimoto, how did you commit two remote heads?
15:56:00Watusimoto has joined
16:04:00raptorhi Watusimoto
16:04:00raptori just merge two remote heads that you somehow created
16:05:00raptori hope that was ok
16:10:00Watusimoto Quit (Ping timeout: 240 seconds)
16:19:00raptor Quit (Read error: Connection reset by peer)
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16:54:00Watusimotoyes, that was ok
16:55:00raptorok
16:56:00Watusimotonot sure exactly how it happened
16:56:00WatusimotoI knwo the immediate cause, but not the ultimate one
16:57:00raptoryeah mercurial always aborts pushing for me if it would create two heads
16:57:00Watusimotonot when you use -f!
16:58:00Watusimoto:-)
16:58:00Watusimotothat's the key\
16:58:00raptorwhat!
16:58:00Watusimotonow you know my secret!
16:58:00raptorit sounds like 'you're doing it wrong'
16:58:00Watusimotoyou'd think
16:58:00Watusimoto-f was the proximate cause
16:58:00Watusimotothough to be fair I didn;t know that was the result til I read your message
16:59:00Watusimotobut why I felt I needed it is a bit of a mystery
16:59:00WatusimotoI downloaded the latest, merged, and thought everyting was ok
16:59:00raptordo you do hg pull -u?
16:59:00raptorupdate with the dowload?
16:59:00Watusimotono... I was using tortoise
17:00:00raptorargh, yes. sorry
17:00:00WatusimotoI checked with google, and I did indeed have the latest
17:00:00Watusimotosomething got screwed up, I thought -f would force google to accept my changes
17:00:00Watusimotowhich, I guess it did
17:01:00Watusimotobut I didn;t realize it would create a second head in the repo
17:01:00Watusimotoso... thanks for cleaning up my mess
17:01:00raptor:)
17:02:00WatusimotoI'm trying to resolve at least one case a day
17:02:00WatusimotoI did yesterday's case this morning
17:02:00raptorgood goal
17:02:00raptori'm in th midst of the new game type
17:03:00raptorwhich is more work than i thought - i had to figure out a lot of architectural stuff
17:03:00raptorsome pieces are data-driven, others event-driven
17:03:00Watusimotodoes it seem to make sense?
17:04:00WatusimotoI've never done one either
17:04:00raptorwhat!?
17:04:00WatusimotoI thought it would be pretty easy
17:04:00raptoryou haven't done one??
17:07:00Watusimotonever
17:07:00raptori'm having a little trouble figuring out the scoring system
17:08:00WatusimotoI was looking forward to doing the Core, but I'll just have to think of an even better one!
17:08:00Watusimotowhat;s the trouble?
17:08:00raptorthe method chain is a littl convoluded - and definitelt not consisent across GameTypes
17:09:00Watusimotocould it be more consistent and/or straightforward?
17:09:00Watusimotoor is that just its nature?
17:10:00raptorit's the nature
17:10:00raptori think each gametype was written by someone completely different
17:10:00Watusimotopossibly
17:10:00raptorbut that they naturally divide in a lot of ways
17:32:00raptori think i almost have it...
17:34:00Watusimotodinner time!
17:34:00raptortasty
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18:23:00BFLogBot - Commit a2fabe6686b8 | Author: buckyballreaction | Log: Scoring mostly done for CoreGameType. Should be functional now!
18:25:00raptoryay, finally figured it out... sort of...
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20:25:00Watusimotohi
20:50:00karamazovapyhi
20:50:00sam686hi
20:50:00Zoomberhi
20:54:00karamazovapyhi
20:57:00Zoomberhi
20:57:00sam686hi
20:57:00Zoomberhi
20:57:00sam686hi
21:06:00Watusimotohi
21:07:00Watusimotowell, what started off as a trivial case has exploded in my face
21:07:00Watusimotokaboom
21:48:00sam686hi
21:53:00Watusimotocan anyone tell me what the connection speed menu item is for?
21:57:00Watusimotoand
21:58:00sam686i have seen some players join server on 015, and completely lag out
21:58:00sam686where some players can join fine on 014
21:58:00Watusimotocan anyone explain how the spawnshields got to be green again? I can see the orange checked in, but now they're green, and I can';t see where the orange went
21:58:00Watusimotoso what does that setting do?
21:58:00sam686must have been the connection speed changes
21:58:00sam686lower speed reduces bandwidth of your connection to server
21:59:00Watusimotoping != bandwidth
21:59:00sam686trying to use too much connection speed bandwidth may cause extremely high ping (when your isp speed can't handle it)
21:59:00Watusimotowhy not set the speed setting based on ping?
22:00:00Watusimotoespecially since it's going to be server dependent
22:00:00sam686sometimes you have very high ping, yet have lots of bandwidth speed (as in you live far far away from server)
22:01:00Watusimotook, so in that situation, what do I set my connection speed to?
22:02:00sam686basically, set it as high as possible without ping going up and preventing any packet dropped
22:02:00Watusimotowhy not do that automatically, behind the scenes?
22:03:00sam686i wasn't sure how to do it automatically yet...
22:03:00Watusimotostart with a value (whatever we use now), and if we get a droped packed, lower it
22:04:00WatusimotoI'm worried about two things: 1) users won't knwo what to do with this setting and 2) you have to constantly be tweaking it as you change servers and such
22:04:00Watusimotoand 3) it overflows the menu
22:04:00sam686there may be other causes of high ping / packet dropped, as if you are downloading something heavy, which can't be avoided other then just stop downloading somethign heavy
22:05:00Watusimototrue -- but in that case you should lower the connection setting anyway, to avoid dropping packets, right?
22:05:00sam686not sure, i just don't how to make it work yet..
22:06:00Watusimotoand that also further amplifies 2)
22:07:00WatusimotoIf you want to keep it as an option to play with and get a better understanding of how things work, it could be a /command
22:07:00Watusimotobut I don't think it should be on the menus, at least not at the moment
22:09:00sam686if the speed is too low, then running into a bunch of moving objects may cause a lot of lag effect
22:10:00sam686if the speed too high, risk of high ping lag to some players
22:10:00Watusimotoif the menu setting is too low/too high?
22:10:00sam686yes
22:10:00Watusimotowhat is the equivalent setting to what was in 015a?
22:11:00sam686015a = no where, it was fixed at very high connection speed
22:11:00Watusimotook, so you effectively added the option to slow the connection to avoid ping time outs
22:11:00sam686014 - it was set at default settings which seems kind of laggy on a bunch of moving objects..
22:11:00sam686yes
22:12:00Watusimotoah, so changed the "default" setting from 014 to 015a to speed things
22:12:00Watusimotothen realized that it might be too much for some clients
22:12:00sam686yes, but that doesn't go so well to all players
22:12:00Watusimotoso added an option to set it in 016
22:12:00sam686yes
22:12:00Watusimotook
22:13:00Watusimotodo you remember what the equivalent setting would have been in 014?
22:13:00sam686there was even some talk about that lag, back on the ABFL days about connection problem..
22:13:00sam686checking
22:13:00Watusimotook, here's what I think we should do
22:14:00sam686GameConnection::setConnectionSpeed(S32 speed)
22:14:00sam686speed = -1 is the old Zap setting
22:15:00WatusimotoI like the idea of what you're doing with the setting. I think it makes sense to tweak the connection speed a bit depending on network conditions as long as that's not giving some players an undue advantage
22:16:00WatusimotoBut, I think the setting should be set and changed automatically, which I think would be easy enough to do (lower it when you get 1 or 2 or whatever delayed packets, raise it after a period of no lost packets)
22:16:00WatusimotoI think until that;s working, we should make it a /option in the game
22:16:00WatusimotoI think the menu item is just going to cause us a lot of grief answering questions about it
22:16:00sam686automatic could cause random high ping problem to some players with limited connection speed..
22:17:00Watusimotobut automatic would solve those problems as soon as they were detected, right?
22:17:00sam686probably..
22:18:00Watusimotook, I fixed a bug in the menus, and the item no longer overflows
22:19:00Watusimotoso at least that;s no longer an issue
22:39:00LordDVG Quit (Remote host closed the connection)
22:40:00karamazovapythe very first spawnshield raptor ever made was green
22:40:00karamazovapywas it meant to be orange?
22:41:00sam686spawn shield was always green (or almost always)
22:42:00karamazovapyWatusimoto ?
22:44:00Watusimotoyo yo
22:44:00karamazovapyorange spawn shield?
22:44:00WatusimotoI changed it to orange as a test, and liked it, so I checked it in
22:44:00Watusimotobut the code disappeared
22:44:00karamazovapyoh. no idear. never saw it orange.
22:45:00Watusimotochecked in with 9702530bbb7566d18b95978a6c5ea28deebe7a80
22:45:00Watusimotono one has modified ship.cpp since
22:45:00Watusimotoyet now they;re green
22:47:00karamazovapyraptor's probably to blame though, if anyone is
22:50:00WatusimotoI don't think anyone is to blame; I think something screwed up
22:56:00sam686i don't know if NoobMaster and Botfighter is the same user, but Botfighter's "User is inactive: Profile details changed"
23:00:00karamazovapythey're the same person
23:00:00karamazovapysame IP addresses
23:01:00karamazovapyI'm going to delete this name and change Botfighter to NoobMaster
23:05:00sam686i thought they were both same IP address - my server log says so...
23:05:00karamazovapythey were registered form the same IP in the forums
23:06:00karamazovapy*from
23:08:00sam686Botfighter / NoobMaster was probably the same person that changes names a lot, too, at least that was my server log says for that one ip address...
23:17:00sam686i will be back about 45 minutes - food
23:19:00raptor has joined
23:19:00ChanServ sets mode +o raptor
23:22:00raptorhowdy folks
23:22:00karamazovapyyo
23:28:00raptorWatusimoto: still have the green problem?
23:28:00Watusimotohey raptor
23:28:00Watusimotonot in my code :-)
23:28:00Watusimotoany idea why it reverted?
23:28:00raptordo what i do when stuff is goofy - make a diff, revert everthing, update to head
23:28:00karamazovapyI think the orange usually looks pretty bad, but I didn't revert any code
23:28:00raptorfull recompile, then re-apply diff
23:28:00raptori like the green
23:29:00Watusimototry the orange; then we can decide
23:29:00raptori did
23:29:00raptori like the green
23:29:00Watusimotothink of it as a proposal
23:29:00Watusimotoah, ok
23:29:00WatusimotoI see
23:29:00Watusimotohave you tried cyan?
23:29:00Watusimoto:-)
23:29:00WatusimotoI tried it, didn;t like it
23:29:00Watusimotonor did I like magenta
23:29:00Watusimotonor dark red
23:30:00WatusimotoI actually don;t really like any color
23:31:00karamazovapyI kind of like the existing green, but I'll keep my mind open for orange
23:31:00karamazovapyI just always think the nexus orange is kind of ugly
23:32:00Watusimotook, I'll do my next checkin with orange, but unless everyone else really likes it, I'll revert to green
23:34:00raptori see orange now...
23:35:00raptoryep, looks orange to me
23:37:00Watusimotoreally?
23:37:00Watusimotowell, now it's doubly orange
23:38:00Watusimotowith the checkin that just went in
23:39:00BFLogBot - Commit 14dd328f6b62 | Author: watusim...@bitfighter.org | Log: Added option to make some menu items smaller -- doesn't yet work in every case, but does work on startup screen, and also to eliminate (or reduce) some special cases in the QuickMenu. Will definitely enounter problems using smaller menu items with scrolling menus.
23:39:00BFLogBot - Commit 707d084a95d9 | Author: watusim...@bitfighter.org | Log: Merge
23:39:00Watusimotoraptor: is this right?
23:39:00WatusimotospecialCaseFix
23:39:00Watusimotooops
23:39:00Watusimoto switch(scoreEvent)
23:39:00Watusimoto {
23:39:00Watusimoto default:
23:39:00Watusimoto return naScore;
23:39:00Watusimoto }
23:39:00Watusimotoin coregame.cpp scoring?
23:39:00WatusimotoI get a warning with that
23:40:00Watusimotowait a minute
23:40:00Watusimotowhere is coregame.cpp?
23:41:00sam686if the switch have nothing except just a "default", then take off the switch...
23:41:00Watusimotooh, I see... must just not be in my vc++ project
23:43:00WatusimotoI never really looked at the gametype file names before
23:43:00Watusimotonexusgame.cpp should be NexusGameType.cpp, I think
23:43:00Watusimotoor, maybe even better, GameTypeNexus.cpp
23:43:00Watusimotoso all gametypes sort together
23:43:00Watusimotoetc.
23:45:00Watusimotojust tried white spawnshield... not bad, but I predict others will dislike
23:45:00sam686you can rename the files you want, but we probably don't want to rename a class or else we would have to deal with loading "NexusGameType" from existing levels when assuming "NexusGameType"
23:45:00WatusimotoClasses are fine
23:45:00Watusimotowas only thinking about file names
23:45:00WatusimotoI like how all the UI files sort together
23:45:00sam686renaming filenames might help organizing in ABC order..
23:47:00sam686if any of us is renaming, we need to make sure none of us have changes to those files, or the merge may be messy...
23:48:00Watusimotoyes
23:49:00Watusimotothis is a project for later
23:50:00raptorhi
23:51:00raptoryes that was right
23:51:00raptori guess i didn't need the switch
23:52:00raptorI know I edited the vc++ project files to include CoreGame.cpp/.h
23:52:00sam686"switch" is useless if it has no "case" (even with only a "default" but no "case", switch is useless)
23:53:00raptorcorrect - i basically copied from other gametypes, then realized nothing was needed for individual scores
23:53:00sam686ok
23:55:00WatusimotoI'm going to change it so I don;t get warnings
23:57:00raptorok

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