#bitfighter IRC Log

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IRC Log for 2012-01-09

Timestamps are in GMT/BST.

00:03:00raptoroh, please test CoreGameType
00:03:00raptoranyone
00:03:00raptori think there is a rendering bug...
00:04:00Watusimotodoes it stand to reason that if you don't want your pw saved, admin/levelchange pws should also not be saved (at least for that session?)
00:04:00raptori don't know - they don't seem to be on the same level
00:05:00raptor(pun intended)
00:06:00sam686oh, and also, how about combining 2 password menus into one, "enter password" instead of "level change password" and "admin password"?
00:06:00sam686and when a password is entered, it will check the level change password and admin password to see if any of it is right
00:06:00raptoroh - if karamazovapy didn't mention it to you already - he suggested spawnshield not blink, but rotate slower and slower until off (with hollow arcs)
00:07:00Watusimotohe didn't
00:08:00Watusimoto@r: I think the logic is the same -- if you don;t want your username to be saved on a machine, you probably don;t want your admin pws to be stored there either
00:08:00Watusimoto@s, yes, I think it makes sense
00:08:00raptoryes, i think that's true
00:08:00raptoryou've convinced me
00:09:00Watusimoto@r especially as we don't (no longer) encrypt the pws
00:09:00Watusimotoso they are available plaintext in the ini
00:09:00Watusimotohere;s a thought... we could always store pws, but hash them agaist the username
00:10:00Watusimotoso only the user who entered the pws would get them....
00:10:00Watusimotoalready thought of a flaw
00:10:00raptorah yes - do you think we should still employ 'security through obscurity'?
00:10:00raptorlike base64 the pw
00:10:00raptorooo.. dinner time!
00:11:00raptorbe back..
00:11:00Watusimotook, will discuss tomorrow
00:11:00sam686hash against username only have a flaw: you could enter that same username, and decrypt, without username password
00:11:00Watusimotothe hash has many flaws, that being one of them
00:12:00Watusimotosam, are you going to combine the pws, or was that just a thought for later?
00:13:00sam686probably yes, now, as i got nothing much to do..
00:13:00Watusimotolots of cases :-)
00:13:00Watusimotook, wuld you also make it not write pws to ini if you've selected not to save your login pw?
00:13:00sam686half of cases (or more) is editor only...
00:13:00Watusimotosigh
00:14:00Watusimotoyes
00:14:00sam686ok
00:14:00Watusimotono one wants to fix my editor bugs
00:14:00Watusimotoincluding me!
00:14:00Watusimoto:-)
00:15:00sam686i kind of want to write my own editor instead of looking at the editor's mess...
00:15:00sam686the spawn shield looks like brown instead of orange...
00:16:00Watusimotoorange is a tricky color
00:16:00Watusimotorewriting the editor would be a huge undertaking
00:16:00Watusimotototally not worth it
00:16:00Watusimotoit's really not that messy
00:16:00Watusimotojust some parts of it are
00:17:00sam686i am not going to rewrite everything, as there is already a "toString" and other functions are there
00:19:00sam686well, maybe its not very messy, but i half way haven't read the UIeditor stuff...
00:20:00Watusimotothere's a lot of code to read :-)
00:37:00raptorhello
00:37:00raptoreditor is almost good
00:37:00raptori think
00:38:00raptorargh - ok, i'm going to install FRAPS in WINE and see if it works..
00:39:00BFLogBot - Commit ceb56f5052b5 | Author: watusim...@bitfighter.org | Log: Add coreGame to VC++ project
00:39:00BFLogBot - Commit 7bbbb15dd373 | Author: watusim...@bitfighter.org | Log: Fix warning
00:39:00BFLogBot - Commit a79275e01279 | Author: watusim...@bitfighter.org | Log: Suppress special Y/N instructions on first menu to avoid clashing green text
00:39:00BFLogBot - Commit 9b2470ac6aad | Author: watusim...@bitfighter.org | Log: Comment
00:39:00BFLogBot - Commit 4148dfe84fbf | Author: watusim...@bitfighter.org | Log: Formatting
00:39:00BFLogBot - Commit 429da343aa38 | Author: watusim...@bitfighter.org | Log: Fix coreItem selection rendering in editor, make repairItems selection render the same
00:39:00BFLogBot - Commit 6372c8440d90 | Author: watusim...@bitfighter.org | Log: Formatting
00:39:00BFLogBot - Commit dd776dd214de | Author: watusim...@bitfighter.org | Log: Formatting
00:40:00raptoroh hey Watusimoto, thanks for fixing the editor rendering
00:40:00sam686can't you just hold down the Ctrl+Q button to repeatedly screenshot it? then "convert *.png animated.gif"
00:41:00raptorwill that works?
00:41:00raptorwork
00:41:00sam686well, i don't know if the timing is right, but it will put it as animated gif
00:47:00raptorbe back, have to run an errand..
00:59:00BFLogBot - Commit 5b3e54086f77 | Author: watusim...@bitfighter.org | Log: Formatting
00:59:00BFLogBot - Commit bcba3f0b721a | Author: watusim...@bitfighter.org | Log: Fixed problems with core hitpoints (though I think hitpoints should be setable on a per-item basis, rather than on a per-game basis)
00:59:00koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
01:09:00raptorok back
01:09:00raptorooo, another core fix
01:09:00raptorthanks!
01:10:00raptorok, yes, if you want make them each have changeable hit points...
01:10:00raptor(if not I can)
01:10:00raptorI did most of the core stuff late at night...
01:16:00raptordid 'Save password' become smaller?
01:18:00Watusimotoyes
01:18:00WatusimotoI hope you like it because it was a crapton of work
01:18:00Watusimotoand pain
01:19:00Watusimotoheading to bed
01:19:00Watusimotochecking in new visual effect for cores
01:19:00BFLogBot - Commit 2ecbb9a4cf06 | Author: watusim...@bitfighter.org | Log: Still kind of spazzy.... but an idea for the future. Probably need to add trails or something. Feel free to experiment.
01:19:00Watusimotonot at all what i was amimg for, looks kind of cool in editor
01:19:00raptornight! oh goodie
01:19:00raptorok
01:20:00raptorwell, the major gametype work is done - feel free to alter as much as wanted
01:20:00Watusimotofeel free to expand on the idea, or make it better in any way you see fit
01:20:00raptorha! ok
01:20:00WatusimotoI'll be tweaking
01:20:00Watusimotogood night
01:20:00raptorgood night
01:20:00Watusimoto(not in the meth sense)
01:20:00raptor:)
01:21:00raptorwhat on earth...
01:22:00raptorhahaha
01:22:00raptorwow
01:22:00raptoryou actually implemented the spirograph graphic
01:23:00raptorhttp://sam686.maxhushahn.com/upload/screenshot_18.png
01:25:00Watusimoto Quit (Ping timeout: 240 seconds)
01:46:00karamazovapyis that what "cores" look like?
01:48:00raptorafter watusimoto's latest, yes - except all the dots are flying around in spirograph patterns
01:49:00karamazovapyguess I'll have to see it to understand it
01:49:00raptorlet me see if i can get a capture again...
01:55:00karamazovapyI think I was expecting a mix of polygons
01:59:00raptorsigh, i can't get a video capture - my program keeps crashing...
02:01:00karamazovapyI like gear-looking things as ideas for cores
02:01:00karamazovapyhttp://aux.iconpedia.net/uploads/10979787221993774188.png
02:01:00karamazovapyhttp://www.integralprintmedia.com/logo/IM-GearBig_bw.jpg
02:01:00karamazovapyhttp://www.yukonforge.com/images/Gear3.jpg
02:01:00raptorwhat about animated
02:01:00raptor?
02:02:00karamazovapythey could turn
02:03:00karamazovapyor have some kind of spyrograph sparks like the boxes
02:03:00raptoroh, so you say instead of a giant square, be a sprocket?
02:03:00raptora gear, i mean
02:04:00karamazovapyright
02:04:00raptorah, ok
02:04:00karamazovapythere are already lots of colored squares
02:05:00karamazovapyassuming you're supposed to assault a core, it seems like cores should look more substantial
02:05:00raptorhaha, yeah i agree
02:07:00raptorwhat do you think about enemy cores killing you like asteroids if you run into them?
02:07:00karamazovapycores don't move, do they?
02:07:00raptornope
02:08:00karamazovapyit might be neat of they knocked you back and gave damage like a mine
02:31:00raptordoes the dash '-' look wider than it should be, in-game?
02:39:00BFLogBot - Commit d0db782209cc | Author: sam8641 | Log: Combine level change and admin password into one menu
02:39:00BFLogBot - Commit f086e13ba603 | Author: sam8641 | Log: Fix several problems with level change and admin permission.
02:39:00BFLogBot - Commit 3d12630eb0c2 | Author: sam8641 | Log: Merge
02:50:00karamazovapythe - appears to be the same length as the _
03:11:00raptorsam686: is there a way to reduce the dash length to the same as a zero (or other numbers?) i've been playing with the free glut stuff, but i'm not sure i understand it much
03:12:00sam686http://www.youtube.com/watch?v=Ymo8sswIzo0 (core game type and Worm)
03:13:00karamazovapyinteresting look - thanks sam!
03:14:00raptorthanks sam!
03:14:00sam686my computer is kind of slow, and can barely be able to record at 30 fps at 960x720..
03:15:00raptorat least you can record!
03:15:00sam686as for font, freeglut_stroke_roman.h you will really need to see the ascii chart for character number (hex number in comment)
03:16:00sam686- is 45 (0x2D)
03:17:00raptorsam686: adminPassHandler has is not found...
03:17:00raptoroh, not in .h - i'll fix
03:19:00raptorwait, more missing .h
03:20:00sam686umm, not sure whats going on with yours...
03:20:00sam686it compiles fine for me..
03:20:00sam686make -B ?
03:21:00raptori did that anyways..
03:22:00sam686is it link error or is it compile error?
03:22:00raptorcompile
03:24:00raptorhttp://pastie.org/3152120
03:24:00sam686is it "setAdminPassHandler" or is it "adminPassHandler" ? which file is it?
03:25:00raptorwait - something might have gone wrong with my merge
03:25:00sam686i can't find any "adminPassHandler"
03:26:00raptorok, that's better
03:27:00raptoryeah, there was an issue with the merge
03:27:00raptorsorry
03:27:00raptorfalse alarm
03:28:00sam686ok
03:35:00BFLogBot - Commit d30d02acea78 | Author: buckyballreaction | Log: Almost fix for displaying negative scores on Core
03:43:00sam686there will be a problem when using neutral or hostile CoreItem
03:43:00raptorprobably
03:43:00sam686score can't reach to zero
03:57:00sam686those negative numbers in Core game type seems a little confusing, especially with multiple teams...
03:58:00raptoryup
04:25:00BFLogBot - Commit efa374b8345d | Author: sam8641 | Log: Fix unable to go through just destroyed CoreItem, and fix some desync problem.
04:38:00Zoomberi cant connect to bitfighter
04:38:00Zoombereverytime i join, i get rejected by server because i sent duplicate player id
04:40:00Zoomberright now im in the game as "raptor", though probably not underlined
04:42:00Zoomberfixed
04:42:00Zoomberand gotta go!
04:42:00raptoroh good
04:42:00raptorbye
04:54:00sam686that was probably due to trying to connect to wrong master...
04:54:00sam686using the old client..
05:17:00raptorso what we need is a better way to show core scores
05:21:00sam686maybe, for each team, show how many cores of their own color are left.
05:47:00raptorwell i'm off to bed - i haven't worked on much else tonight
05:48:00raptori tried to make a generic function for drawing spirographs, but failed at the math because my head is not very alert at the moment
05:48:00raptorgood night!
05:52:00sam686ok, night...
05:53:00raptor Quit (Remote host closed the connection)
06:46:00karamazovapy Quit (*.net *.split)
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16:43:00raptorgood day!
16:48:00raptorok, now to work on setting each Core to have it's own hitpoints...
16:48:00raptorright?
17:17:00watusimotoyeah, I think so. You'll want to copy how attributes such as speedzone speed are set in the editor (or I can do it if you don't want to go there)
17:17:00watusimotolater
17:17:00watusimoto!
17:18:00raptorbye!
17:20:00raptori think i got it..
17:22:00watusimoto Quit (Ping timeout: 240 seconds)
17:36:00BFLogBot - Commit bdeb1e7e8897 | Author: buckyballreaction | Log: Remove level-wide CoreItem hit-point attribute. Allow each CoreItem to have its own hitpoints set from within the editor
17:41:00LordDVG has joined
17:56:00BFLogBot - Commit 6a79389ceb9d | Author: buckyballreaction | Log: Add more scoring event points so kills/deaths don't effect score
17:57:00raptormy horendous spelling...
21:14:00LordDVG Quit (Read error: Connection reset by peer)
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21:21:00raptorhi Watusimoto
21:22:00Watusimotohey ho
21:22:00raptorand up she rises
21:22:00raptorCore hitpoints are editable on a per-item basis now
21:22:00Watusimotoexcellent
21:23:00Watusimotono problems with the menus?
21:23:00raptornope - it was easy to just copypasta from speedzone
21:23:00Watusimotoexcellent
21:23:00raptorso for further refinement to the gametype:
21:24:00raptorthe scores as displayed can be a little confusing i think
21:24:00Watusimotoyes
21:24:00WatusimotoI think they should be displayed as a countdown -- the number left to kill
21:24:00raptoryes, that's what sam and I thought
21:24:00raptorbut
21:25:00raptorwell, maybe that would work...
21:25:00raptorso basically the last to zero wins
21:25:00WatusimotoI think it would
21:25:00Watusimotoum.... last non-zero
21:25:00raptorhaha, that's what i meant
21:26:00raptorthanks
21:26:00Watusimotoof course it is
21:26:00Watusimotowe probably want objective arrows pointing towards these things
21:26:00raptoralready done
21:26:00Watusimotoalso, they're pretty easy to kill
21:26:00Watusimoto5 hits takes about 1/2 sec
21:26:00raptor20 shots is default
21:26:00Watusimotoisn't much arder than 1 hit
21:26:00raptori can make it 50
21:27:00raptormaximum is S32_MAX...
21:27:00Watusimotothat might work, or maybe you need to hit it a certain number of times before it loses a hit point
21:27:00raptor:)
21:27:00Watusimotomaybe the way it works now is ok
21:27:00raptorsounds needlessly complex
21:27:00Watusimotoprobably is
21:28:00raptorwe can just increase the number of shots
21:28:00Watusimotoyes
21:28:00raptormaybe adjust with increments of 5 or 10?
21:28:00WatusimotoI think they should be reparable at a pretty quick pace
21:28:00Watusimotoyes
21:28:00raptorah... that was my next question
21:28:00raptorshould we allow repair?
21:28:00Watusimotono need to distinguish btwn 23 and 24 shots to kill
21:29:00Watusimotomaybe little increments of 5 and big increments (with shift) of 20
21:29:00raptori didn't know you could do bigger increments like that...
21:29:00WatusimotoI think it will be a fun game type
21:30:00Watusimotothere are two increments
21:30:00Watusimotoyes
21:30:00Watusimotofor time it's 5 secs and 1 minute or somesuch
21:30:00raptorfor CounterMenuItem?
21:30:00raptorhuh - i only see one...
21:30:00Watusimotonot sure exactly how to set it
21:30:00raptorwhat is an object that allows it?
21:31:00karamazovapyso - core questions
21:31:00WatusimotoCounterMenuItem::handleKey(InputCode inputCode, char ascii)
21:31:00Watusimoto{
21:31:00Watusimoto if(inputCode == KEY_RIGHT || inputCode == MOUSE_LEFT)
21:31:00Watusimoto {
21:31:00Watusimoto if(checkModifier(KEY_SHIFT))
21:31:00Watusimoto {
21:31:00Watusimoto increment(getBigIncrement());
21:31:00Watusimoto snap();
21:31:00Watusimoto }
21:31:00Watusimoto else
21:31:00Watusimoto increment(1);
21:31:00WatusimotobigIncrement and increment
21:31:00raptorah...
21:31:00karamazovapydo we want auto-repair as an option?
21:31:00raptornot in constructor...
21:31:00Watusimotoit's an aftermarket option
21:32:00Watusimotoauto repair?
21:32:00raptorhaha - CounterMenuItem has:
21:32:00raptorS32 CounterMenuItem::getBigIncrement()
21:32:00raptor{
21:32:00raptor return 10;
21:32:00raptor}
21:32:00WatusimotoI;d vote no, but it's not a strong feeling
21:32:00karamazovapyhealth regeneration - like turrets and force fields
21:32:00karamazovapyhow many cores do you see a typical game using?
21:32:00Watusimoto@r you'll need to add a mbigIncrement// getbigIncrement //setBigIncrement trio
21:32:00raptoryep
21:33:00WatusimotoI was thinking 5 or 6 or more
21:33:00Watusimotowould make a good level
21:33:00karamazovapyper team, or total?
21:33:00Watusimotoperhaps spread out over a wide area
21:33:00Watusimotoper team
21:33:00Watusimoto2 teams
21:33:00WatusimotoI envision one of the larger stock maps being perfect
21:33:00karamazovapy...so you don't see these things as being defensible?
21:33:00Watusimotowell, any of the stock maps
21:33:00Watusimotothey're so easy to kill
21:34:00Watusimotobut one thing I've learned is how I imagine things to work is rarely how they will
21:34:00karamazovapywell for whatever reason, maybe because people kept talking about a mothership gametype, I kept imagining 1-3 per team and each one taking significant work to take down
21:34:00WatusimotoI imagine several lightly defended (turrets, ffs) mini-bases
21:34:00Watusimotothat will be an option
21:35:00karamazovapydo we have a visual indicator for how "tough" one is?
21:35:00Watusimotothey shrink when shot
21:35:00raptorlooks like getBigIncrement is a factor times the normal increment - so i have to do nothing. yay.
21:35:00Watusimotoso larger = healthier
21:36:00Watusimotobut maybe we could do more
21:36:00raptorthere is a bug with the rendering
21:36:00karamazovapyah - I see why they're squares now!
21:36:00raptorwhen really large, the serverside hit box does not match client's
21:36:00raptorlike > 200 hit points
21:36:00karamazovapyoh - there's not a ceiling, either?
21:36:00raptorwell, about 2 billion
21:36:00Watusimoto2 billion
21:37:00Watusimotoor so
21:37:00Watusimotowe all know that will be abused
21:37:00karamazovapygoing back to the mothership, I was (obviously) imagining one size
21:37:00karamazovapybut that's interesting
21:37:00karamazovapyhealthier = easier to hit
21:37:00karamazovapyharder to defend
21:37:00Watusimotoeven small ones are easy to hit
21:38:00karamazovapyI mean dexterity-wise
21:38:00karamazovapyhaving to aim or not
21:38:00Watusimotoit's like hitting a testitem
21:38:00Watusimotook, maybe not that bad
21:38:00karamazovapyhow big is the 2 billion core compared to a ship?
21:39:00WatusimotoI don't think we want to know
21:39:00raptoryeah - what happened - i created a maximum and minimum size for the core at one point...
21:39:00karamazovapywell that's what I'm saying - even if 10 people were trying to defend something huge, the attackers wouldn't even have to aim their fire to hit it
21:40:00raptorok, so... do we need to change to a different hitpoint system? right now it's just hits, but if we want them repairable we may need to go to the same a ships
21:41:00karamazovapyhonestly, I wasn't even thinking about repair-module repairable
21:41:00raptorwhich means triple is the best weapon against them right now
21:41:00karamazovapyI was just thinking about auto regeneration
21:41:00BFLogBot - Commit 061892b500ec | Author: buckyballreaction | Log: Increase default core hit points; increase hit point increment in editor
21:44:00raptorso like 1% a sec or so?
21:44:00Watusimotoeven an easy-to-hhit target will be difficult to kill if it takes 2 billion shots
21:44:00WatusimotoI guess that's why we have unlim. time games
21:45:00karamazovapywell, do you get my meaning though? the difficulty of the task changes over time
21:50:00Watusimotojust meant my hand would get tired
21:53:00karamazovapyfor some reason, I imagined cores being about this size and shape: http://pastie.org/3156758
21:55:00raptorthat's a good size..
21:55:00raptorand graphic
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21:55:00karamazovapyit's a bit...woobly
21:55:00karamazovapybut it's kind of what was in my head
21:56:00karamazovapyabout one regular large grid box in size
21:57:00karamazovapybut then, I haven't actually thought this through
22:01:00raptorfound a hitponits bug...
22:06:00raptorWatusimoto: do you not want a maximum/minimum width for reactor?
22:08:00Watusimotomeaning limits on size or on hitpoints
22:08:00raptoron size
22:09:00raptorand the size would reduce as a ratio of current hitpoints / starting hitpoints
22:10:00raptorhere is what i just coded as maximum and minimum: http://sam686.maxhushahn.com/upload/1screenshot_11.png
22:11:00Watusimotothat seems a good max size
22:11:00karamazovapywhat's the deal with the white boxes?
22:11:00Watusimotomaybe min size a little smaller?
22:11:00Watusimotoit's just the edge
22:12:00karamazovapyI think I interpreted that as the original size in the first image I saw
22:12:00raptorso a core with 10 hit points vs 10000 will still be between those two sizes, but shrink in proportion to hitpoints left
22:12:00Watusimotoright now, it's a white box with a colored core
22:12:00Watusimotowith some dots in it
22:13:00Watusimotosory -- colored center
22:13:00Watusimoto@r doesn't seem right, does it
22:13:00raptorhttp://sam686.maxhushahn.com/upload/1screenshot_12.png
22:13:00WatusimotoI like that
22:13:00raptorWatusimoto: i'm not sure - we could have some other indicator for 'health'
22:14:00Watusimotowhat if the size were scaled vs. the biggest core in the game?
22:14:00sam686i think the dots are too big at the bottom right where it shows the score.
22:14:00sam686more dots = more health?
22:14:00raptorWatusimoto: i think there should be consistency across levels - so people won't be confused every time
22:14:00Watusimotothe dots prob. won't be there on the scoreboard
22:14:00WatusimotoI'm hoping the dots coalece into something prettier
22:15:00Watusimotobtw, if you turn the dots into a line_strip, it looks pretty wacky
22:15:00karamazovapymy vote is for a cooler shape, but that's the last I'll say about it
22:15:00Watusimoto@k, concrete suggestions?
22:15:00raptorshape can be changed
22:16:00karamazovapyI kind of like the gear-ish idea...I posted a few images the other night
22:16:00karamazovapy<karamazovapy> I like gear-looking things as ideas for cores
22:16:00karamazovapy<karamazovapy> http://aux.iconpedia.net/uploads/10979787221993774188.png
22:16:00karamazovapy<karamazovapy> http://www.integralprintmedia.com/logo/IM-GearBig_bw.jpg
22:16:00karamazovapy<karamazovapy> http://www.yukonforge.com/images/Gear3.jpg
22:16:00Watusimotothat first one might work
22:17:00BFLogBot - Commit fd57449fbeaf | Author: buckyballreaction | Log: Add maximum/minimum size to CoreItems; also fix a few hit point problems
22:17:00karamazovapythat's what I put into that pastie a minute ago - as barrier code
22:17:00Watusimotowhat about http://upload.wikimedia.org/wikipedia/commons/thumb/5/52/Necker_cube_and_impossible_cube.svg/402px-Necker_cube_and_impossible_cube.svg.png
22:17:00raptorhaha
22:18:00karamazovapywonder how that would look 2D...lol
22:18:00Watusimotohttp://www.google.com/imgres?hl=en&safe=off&client=firefox-a&rls=org.mozilla:en-US:official&tbm=isch&tbnid=pUXs90GgGgoTGM:&imgrefurl=http://www.photoshopessentials.com/basics/custom-shapes/page-4.php&docid=ch1Up5J7jPw5PM&imgurl=http://www.photoshopessentials.com/images/photo-effects/custom-shapes/gingerbread-man-shape.gif&w=364&h=450&ei=t2cLT-_XA87Wsgai8qWnBA&zoom=1&biw=1366&bih=582
22:18:00sam686easy, it would just be a flat picture, maybe..
22:18:00raptorwhat
22:19:00Watusimotosure; we call the game "gingerbread"
22:19:00sam686umm, "bitfighter" is a space game, not on any planets...
22:20:00raptorso, should we have some sort of visual indication like a health bar?
22:20:00sam686how could ship eat gingerbread?
22:20:00WatusimotoI don't think we need a helathbar
22:20:00raptorooo, i have an idea...
22:20:00raptoroh.. nevermind
22:20:00karamazovapyhttp://www.rachro.com/animatedAtomicSymbol.gif
22:20:00karamazovapyI like that
22:21:00karamazovapymaybe even something like that inside a gear
22:21:00raptorah yes - that's what i was trying to do last night and failed - a generic spirograph like function
22:21:00karamazovapyyou could map the particle paths to a triskelion
22:21:00Watusimotothat's what I want for the interior
22:21:00Watusimotothe equation is there
22:22:00Watusimotonot need to tweak the params a bit
22:22:00Watusimotoor something like this
22:22:00Watusimotohttps://encrypted-tbn0.google.com/images?q=tbn:ANd9GcR6yYopu7JTPhTwCM5Np4NmaVNjizEDed0INNGkqndC_VbCVhk7Ag
22:22:00karamazovapynot a triskelion exactly...more like what you had for the level contest, raptor
22:22:00raptoryes - i didn't fail at the equation, as much as integrating proper time into it
22:22:00Watusimotowhere eahh hitpoint strips away the outer lobe
22:22:00Watusimotomod time by 1000, divide by 10
22:22:00raptorthe wormhole does that, sort of...
22:22:00karamazovapythat's kind of interesting
22:23:00WatusimotoI don't really like that one, but maybe the idea could work
22:24:00WatusimotoPerhaps a spirograph that changes as it gets smaller
22:25:00karamazovapyfollowing the trefoil path could be neat
22:26:00karamazovapyif there were separate paths like in the gif up there, particles could disappear with damage
22:26:00karamazovapylike the core was losing energy
22:27:00Watusimotothat's the idea I'm going for
22:27:00Watusimotosmaller, less powerful
22:32:00karamazovapythis would make an interesting path - http://upload.wikimedia.org/wikipedia/commons/thumb/1/19/Trefoil-of-trefoil.svg/660px-Trefoil-of-trefoil.svg.png
22:43:00Watusimotowhich master is 016 using? the new one or the old one?
22:43:00sam686new one, as we have changed the master protocols...
22:44:00Watusimotogood
22:47:00BlackBird has joined
22:49:00Watusimotosam686, raptor -- do either of you have any reason to suspect a Vector<bool> of length 8 would use any more bandwidht than a U8 for RPC transmissions?
22:50:00raptorbool is evil
22:50:00raptorWatusimoto: i have no idea
22:50:00sam686Vector<bool> and U8 use the same number of bits when sending over network...
22:50:00sam686at least it is for BitStream
22:50:00Watusimotothanks
22:53:00Watusimotoah, but vector probably needs to send length in addition to the bits
22:56:00sam686ok, probably better go with U8, or RangedU32<min, max> if you only want to always be that many bits or range
22:56:00WatusimotoI'm testing Int<n>
22:56:00Watusimotowhere n is predefined
22:57:00sam686sending Vector means the receiving side will have to check size of vector
22:59:00sam686i guess Int<8> will work as 8 bits, as tnlTypes says.
23:03:00raptorside question since we're all here: should I release my SVG to BarrierMaker converter? I don't really plan on using it - it was just for the one contest; I could see abuses coming from it
23:04:00WatusimotoOn the other hand, it might encourage nicer looking levels overall
23:04:00raptoryes - but also shown with my level - looks are usually fleeting :)
23:04:00sam686i don't think users might be able to use that converter if they don't have it or know how to use it...
23:05:00raptori would only release it with a no-support clause :)
23:05:00sam686ok, i guess you could throw the code out there, i don't think there would be much harm...
23:09:00BlackBird Quit (Quit: Page closed)
23:12:00WatusimotoI'd release it
23:12:00Watusimotobetter yet rewrite in lua and release as an editor plugin
23:13:00raptori'm thinking of bundling the source and class files into a JAR with some simple instructions...
23:13:00raptorha!
23:13:00raptoractually...
23:13:00raptorSVG is an open standard...
23:13:00Watusimotohttp://karnakgames.com/wp/tag/svg-parser/
23:14:00Watusimotoyou're not the only one with this idea
23:14:00raptorhey.. i was just reading that...
23:14:00raptorhttps://github.com/singularity-is-i/SVG-Path-in-Lua
23:15:00raptorcomes with an xml_parser and everything... great!
23:16:00sam686is there an editor TAB mode where it doesn't show that giant ship visible area when zoomed in too much?
23:16:00Watusimotosame project
23:16:00Watusimotohttps://github.com/singularity-is-i/SVG-Path-in-Lua
23:16:00Watusimotoship is shown actual size
23:18:00raptorwow, all the work is done
23:18:00Watusimotoraptor: that parser looks like it could be the key to actually doing a plugin someday. i wrote that as a joke, but...
23:18:00Watusimotoit really does the same thing, no?
23:18:00raptorexactlyt he same as my java app
23:18:00Watusimotowe could tweak it to do things like line widths
23:19:00raptorwow, good find
23:19:00Watusimotoor save other attributes, but that's the core right there
23:19:00sam686that TAB mode ship visible area seems useless when zoomed in too far
23:19:00raptorzoomed in too far is already useless, no?
23:20:00sam686and the whole screen going blue seem to bother me when zoomed in by a lot..
23:20:00raptorWatusimoto: let's shelve this until after 016
23:20:00Watusimotoof course
23:20:00WatusimotoI will now try to actually get my daily case done.
23:21:00Watusimotoin the next hour before I fall asleep
23:21:00raptorgo ninja go ninja go
23:22:00Watusimotosam, an easy case for you would be the increased stats tracking... #112, if you are looking for ideas
23:25:00raptorkaramazovapy: would you like another 016 beta to test the new GameType?
23:30:00karamazovapysure
23:31:00raptorshould be done compiling in about 5 min..
23:33:00karamazovapyhey - the next "easy" bug you fix, could you keep a step-by-step record of how you reasoned through it?
23:34:00karamazovapyI'm not planning on jumping into the development world right away, but it might be a worthwhile learning experience
23:34:00karamazovapy(for me, not you)
23:38:00raptori can probably do that - it will be a good exercise for me, too
23:41:00raptorok karamazovapy: http://host-78-12-107-208.midco.net/upload/bitfighter-016-beta-coregametype.7z
23:41:00raptorsam686: i tried uploading that ^^ via sam686.maxhushahn.com and it never completed
23:42:00sam686what is the filesize you try to upload?
23:42:00raptor1.9 MB
23:42:00karamazovapyAllow Robots - I didn't know that was a new option!
23:42:00sam686not sure, try again?
23:43:00raptori tried 3 times
23:43:00sam686what file is it?
23:43:00raptorthe one i pasted above for karamazovapy
23:43:00karamazovapythose particles are really zipping around!
23:43:00raptorhaha
23:44:00sam686what is the filename you tried to upload?
23:44:00Watusimotoyou need to shoot each one
23:44:00raptorbitfighter-016-beta-coregametype.7z
23:44:00Watusimotomaybe we erred to far to the side of requireing accuracy
23:44:00raptori uploaded it via host-78-12-107-208.midco.net instead
23:45:00raptorwhich worked
23:45:00karamazovapyI didn't expect to be able to fly into the white box!
23:45:00raptoryou did??
23:45:00karamazovapyI'm inside it right now
23:45:00karamazovapyalso, I have a magic regenerating core
23:46:00sam686which name were you trying to upload, sam686.maxhushahn.com ?
23:46:00raptoryes
23:46:00sam686then i am not sure, problem with your web browser cache?
23:49:00raptorwell, it doesn't matter much - it may be because i'm in a VM behind NAT behind a firewall
23:52:00raptorjoin k's game to see bugs
23:55:00Watusimotocan't!
23:55:00Watusimoto:-(
23:56:00sam686do you have problems connecting to master?
23:56:00Watusimotoyes
23:57:00WatusimotoI just upgraded the protocol on my machine
23:57:00Watusimotobut not yet on the master
23:57:00BFLogBot - Commit 2a6ca26a46ee | Author: watusim...@bitfighter.org | Log: Pass merit badges from master to client (though we have none so far...)
23:57:00BFLogBot - Commit ee78d715f392 | Author: watusim...@bitfighter.org | Log: Merge
23:57:00Watusimotoso WARNING -- master and latest client are now out of sync
23:57:00Watusimotogoing to upgrade master
23:57:00Watusimotoso you'll need to upgrade client after I do so
23:57:00sam686oh, i see...
23:58:00Watusimotothat will unfortunately break k's new build!
23:58:00sam686maybe i can rebuild that new master...
23:58:00Watusimotosure -- all the code is in

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