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IRC Log for 2012-01-10

Timestamps are in GMT/BST.

00:04:00karamazovapycurious
00:05:00raptorso it looks like team-games with only one team have wildely different rules
00:05:00karamazovapywell that's interesting
00:05:00karamazovapythe size change core is kind of neat
00:05:00karamazovapyI'm hooked on this idea of things rotating and slowing down, though
00:06:00karamazovapya rotating gear that slows down as its health decreases would be cool
00:07:00koda Quit (Quit: koda)
00:08:00WatusimotoYou know, the New Pornographers Electric Version is a really good record
00:08:00sam686there, i think the new master is going at the latest revistion..
00:09:00Watusimotogreat!
00:10:00Watusimotonow you'll all need the newest code! haha ha!
00:20:00Watusimotocrap crap crap crap
00:20:00Watusimotosorry sam
00:20:00WatusimotoI'm going to need to change another master protocl
00:20:00raptordo NOT do hg push -f please
00:20:00raptorplease please
00:20:00Watusimotoare we still suffering from that?
00:21:00Watusimotowon't do it again
00:21:00raptorno - but i briefly thought you considered it again based on above comments...
00:21:00raptor:)
00:21:00Watusimotono
00:21:00raptorok, back to karamazovapy's writeup...
00:22:00karamazovapyw00t
00:23:00karamazovapyback to Abraham Lincoln: Vampire Hunter
00:23:00raptoris that a movie?
00:27:00sam686http://sam686.maxhushahn.com/upload/animated_core_1.gif
00:28:00raptorsam686: what TNL method would be good to wrap a U32? stream->writeInt(hitpoints, 32) throws an assert
00:29:00sam686stream->write(hitpoint)
00:29:00sam686then, stream->read(&hitpoint)
00:30:00raptorgreat! thanks
00:31:00Watusimotosam -- did you make that animation?
00:32:00sam686yes
00:32:00Watusimotoit's awesome
00:32:00sam686i can show you the code..
00:32:00Watusimotodefintely on the right track
00:32:00Watusimotowhy not comment out my code in the renderCore method, and replace it with that?
00:32:00sam686http://sam686.maxhushahn.com/upload/text1201/120109_18-01-42.txt
00:33:00Watusimotoperfect!
00:33:00raptorFloatTau!
00:33:00raptori'm losing my holy war
00:33:00Watusimotowe'll probably need some sort of bounding box, but that is really good
00:34:00sam686or maybe just a collision circle will work just fine...
00:35:00raptorwhy is my game constantly crashing at RPC_MasterServerInterface_m2cSetAuthenticated?
00:36:00sam686did you update to the latest code?
00:37:00raptoroh look, there's changes...
00:37:00raptorthanks
00:37:00raptor32 merit badges
00:38:00karamazovapyAL: VH is a book that's going to be a movie
00:38:00karamazovapysame guy who did Pride, Prejudice, and Zombies
00:39:00karamazovapythe animated core looks really cool...but can the animation be slowed down at all? it makes me kind of nauseous...
00:39:00sam686how much slower?
00:40:00karamazovapyhard to say. it almost just looks like blinking, as it is
00:40:00Watusimotomy epilepsy!
00:41:00karamazovapyit's funny. individually, the elipses aren't travelling that fast, but taken all together they look pretty crazy
00:41:00sam686http://sam686.maxhushahn.com/upload/animated_core1_slower.gif
00:41:00karamazovapythey're going what, 2 cycles per second? a little faster?
00:42:00BFLogBot - Commit 188f8b61a96d | Author: buckyballreaction | Log: Fix rendering bug with hit points greater than 255 on CoreItems
00:43:00karamazovapyhm...I personally like the fast one better than the slow one. is there room in between?
00:43:00Watusimotowe also need to think about sfx -- maybe some sound when you are near, a sound for being shot, and maybe an explosion sound?
00:43:00sam686http://sam686.maxhushahn.com/upload/animated_core1_15.gif
00:44:00raptorok karamazovapy, i have your write-up: http://pastie.org/3157536
00:44:00sam686that half speed then my first fastest speed.
00:44:00raptori hope it is good enough
00:44:00karamazovapyI kind of like that. it seems a little less epileptic to me, anyway.
00:44:00karamazovapyanybody else have an opinion?
00:44:00raptori'd have to see it in-game because gifs are only 15-30 FPS
00:45:00karamazovapyI think they demonstrate the speeds pretty well, though
00:45:00raptoryes
00:46:00Watusimotodo we want to limit reactor hit points to U16 or even U8?
00:46:00sam686well then, use this, raptor: http://sam686.maxhushahn.com/upload/text1201/120109_18-01-22.txt
00:46:00raptornot U8
00:46:00raptortoo small for the abuse that people will want :)
00:47:00raptorbut U16 may be OK - 65535 should be enough for anyone, right?
00:47:00Watusimotoyes\
00:47:00Watusimotoof course
00:47:00sam686just use F32 t = F32(time & 1023) / 1024.f * Float2Pi; for half speed animation (was 511 / 512)
00:47:00BFLogBot - Commit 43c16dda7445 | Author: watusim...@bitfighter.org | Log: Formatting
00:47:00BFLogBot - Commit 1c1acab08b3f | Author: watusim...@bitfighter.org | Log: Remove dead code
00:47:00raptorunless we move to a real hitpoints system instead of a hit-system
00:47:00Watusimotosam, I just pushed new code to be updated on master. Do you want to do it again?
00:47:00BFLogBot - Commit 8833d1f09f9a | Author: watusim...@bitfighter.org | Log: Push badges through to server
00:47:00BFLogBot - Commit fb3e9f9e0f7f | Author: watusim...@bitfighter.org | Log: Merge
00:47:00sam686ok
00:47:00Watusimotothanks!
00:47:00raptorbecause a ship is 100000 hit points no?
00:47:00WatusimotoI think that will be it for a bit
00:47:00Watusimotowhat??
00:48:00Watusimotoit's 1 hp
00:48:00raptoroh yeah... F32
00:48:00raptorsorry
00:48:00raptorforgot
00:48:00raptorso
00:48:00raptordo we want to use the same system for Core? or is hit count good enough?
00:48:00Watusimotoactually
00:48:00Watusimotowe might
00:49:00Watusimotobursters at the edge of their range don't do much damage
00:49:00raptorbut still cound as a hit on core
00:49:00Watusimotowe lose that nuance compeletly with the simple int hp system
00:49:00raptoryes
00:49:00Watusimotomaybe we shoudl give an F32 strength and use standard weapon damage amounts
00:49:00Watusimototo chip away at that
00:50:00Watusimotowe also lose nuances in different strengths of various weapons
00:50:00raptoryep
00:50:00raptortriple is the strongest against Core
00:50:00sam686ok, updated new master to 3356:fb3e9f9e0f7f
00:51:00sam686i will go, will be back in 40 minutes, to have some food.
00:53:00Watusimotoby sam; will be asleep when you get back
00:53:00karamazovapy<Watusimoto> we also need to think about sfx -- maybe some sound when you are near
00:53:00Watusimotodine well
00:53:00karamazovapy<Watusimoto> we also need to think about sfx -- maybe some sound when you are near
00:53:00karamazovapygrr
00:53:00karamazovapyhttp://www.bfxr.net/?s=2%2C1%2C0.165%2C1%2C0.395%2C0.66%2C%2C0.155%2C%2C-0.265%2C0.36%2C0.085%2C0.495%2C0.965%2C0.595%2C0.815%2C0.375%2C0.23%2C0.03%2C0.305%2C0.1422%2C%2C1%2C1%2C1%2C0.835%2C-0.615%2C%2C0.085%2C1%2C%2C-1%2CmasterVolume
00:53:00raptori like that!
00:53:00Watusimotoyes; that's my tool of choice
00:53:00raptorlightsaber-y
00:54:00Watusimotooh, wait, haven;t seen this version
01:00:00karamazovapyhahaha...listen to Randomize6!
01:00:00karamazovapyhttp://www.bfxr.net/?s=1%2C0.75%2C%2C0.9705%2C0.2436%2C0.1233%2C0.3867%2C0.3865%2C%2C0.0077%2C0.0264%2C0.044%2C0.8055%2C0.154%2C0.9392%2C0.326%2C0.6258%2C0.2698%2C-0.5846%2C0.7022%2C0.0594%2C0.4966%2C%2C0.2833%2C-0.9506%2C0.832%2C0.8435%2C0.8797%2C0.0356%2C-0.3794%2C0.2252%2C-0.9599%2CmasterVolume
01:00:00raptorwow
01:03:00raptorkaramazovapy: was that write-up more or less what you were thinking?
01:04:00karamazovapyyes it was
01:05:00raptorok good
01:05:00raptornow it's time to go home
01:05:00raptorlater!
01:05:00karamazovapylast sounds!
01:05:00karamazovapyhttp://www.bfxr.net/?s=1%2C0.75%2C%2C0.9705%2C0.2436%2C0.1233%2C0.3867%2C0.3865%2C%2C0.0077%2C0.0264%2C0.044%2C0.8055%2C0.154%2C0.9392%2C0.326%2C0.6258%2C0.2698%2C-0.5846%2C0.7022%2C0.0594%2C0.4966%2C%2C0.2833%2C-0.9506%2C0.832%2C0.8435%2C0.8797%2C0.0356%2C-0.3794%2C0.2252%2C-0.9599%2CmasterVolume
01:05:00karamazovapyall the Randomizes on the left in the window are interesting
01:06:00karamazovapyRandomize15 gives me the heeby jeebies
01:06:00raptor Quit (Remote host closed the connection)
01:14:00Watusimotogood night, gentlemen
01:14:00Watusimotoonly one step further to close 2 cases!
01:14:00Watusimotobut that's for the next day
01:16:00Watusimotolike the comment for saw waveform on the soundgen
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01:39:00karamazovapyaww...I just realized that you didn't get all the neat sounds bundled up when I linked
01:39:00raptoryeah - just one at a time
01:40:00karamazovapythis is the one that creeped me out - http://www.bfxr.net/?s=%2C0.75%2C0.9682%2C0.3138%2C0.0216%2C0.9949%2C0.3716%2C0.5073%2C%2C0.0455%2C-0.2804%2C0.0637%2C0.4226%2C0.5608%2C0.7921%2C0.437%2C0.7957%2C0.5316%2C0.7986%2C0.6196%2C0.6532%2C-0.285%2C0.6903%2C-0.9964%2C-0.9999%2C0.5401%2C0.6098%2C0.4954%2C%2C-0.1873%2C0.0317%2C-0.9958%2CmasterVolume
01:41:00raptoryeeaauggh
01:41:00karamazovapythat sound says something is wrong
02:05:00raptori wonder if single player CTF has the same kill problem..
02:07:00raptorha! it does
02:09:00raptorso now the question, are there any single-team CTF maps out there? and why is the code coded like this?
02:13:00karamazovapyI've never seen a FFA ctf
02:14:00karamazovapyanother curiousity was that I was able to start a CTF game with no flags
02:14:00karamazovapyI'm not sure that has always been possible
02:16:00raptorfoudn the source of the problem
02:16:00raptorthere are specific scoring rules for each team-game type that are only single player
02:16:00raptorlike glorified bitmatches
02:17:00raptora goal in single-player soccer gives 5 points according to this... i'm going to test in 015a
02:18:00raptorha! it works
02:18:00raptorso goofy
02:23:00raptorsam686: were you going to commit your new graphics for Core?
02:23:00raptor(I can't remember if that was decided)
02:28:00sam686possibly yes, because _k and watusimoto seems to both like the core like that..
02:30:00raptorgood, i like it the best so far, too :0
02:30:00raptor:)
02:32:00raptorOk, I'm converting CoreItem to use an F32 for health so it will respond to normal shot damage the same way as everything else
02:32:00raptorthe question: how should I display the health option in the editor?
02:32:00raptor"100x ship health"?
02:33:00sam686health for what?
02:33:00raptorCoreItem
02:33:00raptorbecause ship health goes from 0 to 1.0
02:33:00sam686oh, i think 1.0 is normal full health..
02:34:00raptorfor a ship, yes - so i'd either have to raise that (10.0f) or apply a factor
02:34:00raptorand how should it be displayed in the editor? "Core takes 1/10 damage as a ship"?
02:35:00raptoror should I multiply by 1000 and display arbitrary hit points, and convert back afterwards
02:35:00raptor?
02:35:00sam686not sure about the editor...
02:35:00raptori guess speed zone doesn't really have units
02:35:00raptori could do the same...
02:36:00sam686i think there is kind of a need for typing a number (including floating point decimal) instead of pressing left and right
02:37:00raptorin general with the new system? or just CoreItem?
02:38:00sam686maybe with all menus that lets you change number... say between 1 and 1000...
02:38:00sam686it will take a long time pressing right hundreds of times
02:39:00raptoryou can hold <shift>
02:39:00raptorto go faster
02:40:00sam686say, speedzone can have 2000 by default, but can go up to 20000
02:41:00raptordo you think i should save a damage factor or a higher health for CoreItem?
02:43:00sam686i don't know, higher health probably, so if a core have extra health then others, it can be render how much health left
02:47:00raptorbe back...
02:53:00sam686NoobMaster Last visited: Mon Jan 09, 2012 5:29 pm
02:53:00sam686CleverBot Joined: Mon Jan 09, 2012 5:30 pm (one minute apart)
02:54:00sam686i wonder if they are the same person...
03:27:00BFLogBot - Commit e7b3aeb639c5 | Author: sam8641 | Log: New rendering for CoreItem
03:44:00sam686there is a problem with CoreGameType, and /setwinscore (or /setscore in 015a)
03:56:00sam686http://sam686.maxhushahn.com/upload/animated_core2.gif
03:56:00raptorneat
03:57:00raptorwas it suggested to replace the inner square with that animation? or put the animation in the inner square?
03:57:00sam686i don't know yet...
03:58:00sam686what is the use of inner square anyway, now that we could clearly see the team color..
03:59:00raptortrue
03:59:00raptoronly decoration
04:00:00sam686i think reactor should be circle shape instead of square??
04:00:00sam686or CoreItem
04:01:00raptorwell karamazovapy thinks it should be a gear shape
04:01:00sam686gear shape is kind of a circle..
04:01:00raptori don't really care too much - but i do like the scaling aspect with the hitpoints
04:25:00raptorsam686: is there a way to write 'n' bits of a float that is not between 0 and 1?
04:25:00raptorlike with stream->writeFloat(hitpoints, 9);
04:26:00sam686stream->writeFloat(hitpoints / 100, 9); but that may cause accuracy to go down
04:27:00raptorrats, ok
04:32:00sam686i wonder if we should keep mHealth between 0.0 and 1.0, so to allow writeFloat(hitpoint, 9)
04:32:00raptoryes, i think so
04:33:00raptorbut save it to the level file as 100 or 100000
04:34:00sam686the level file can be saved as a floating point number, like all points do in level file.
04:34:00raptorah ok
04:35:00raptorexcept we need an easy non-float way to set health in the editor
04:36:00sam686Could multiply by 100 like this: S32(mHealth * 100) when ever editor reads it, and save as "z / 100)
04:37:00raptoryeah that's what i'm thinking
04:37:00sam686i mean save it as F32(z) / 100.f
04:38:00sam686that way, we could possibly add better support to editor later, for editing floating point number..
05:16:00raptori made the mistake of mixing up bitwidth for digits...
05:18:00sam6864 bit can have 16 possible values, even for writeFloat, 4 bit can have 16 possible float value, between 0 and 1.0
05:20:00sam686I kind of wish our numbering system was 16 digits instead of 10 digits, it makes reading and handling binary computers easier..
05:21:00raptoryeah - i've sometimes wished it was 12 or 16 before
05:21:00raptor12 because everything in the imperial system is based on 12
05:22:00raptor16 would be nice for the binary age, yes
05:22:00sam686even if it was cut down to 8 digits, it will be more friendly with binary systems..
05:23:00raptorproblem is we have 10 fingers
05:26:00sam686if it is cut down to 8 digits, that means 2 less buttons on TV remote control, and you can still count up to 8 using 8 fingers and ignoring your thumb.
05:27:00raptortrue
05:27:00raptori don't know - octal still feels lacking for a number system
05:27:00raptor2^3 is weird
05:28:00raptor2^4 (base16) is nice
05:28:00sam686maybe, because we are way too used to 10 digit number system..
05:29:00sam686not as weard as a 10 digit number being... 2^3.1622776601683793319988935444327
05:29:00raptorhaha
05:29:00raptoryeah, 10 digit is weird
05:29:00raptorif you really think about it...
05:49:00karamazovapy Quit (Read error: Connection reset by peer)
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05:53:00karamazovapyI'm totally open-minded on core shape
05:53:00karamazovapybut I think squares are a little bit lame
05:53:00raptordid i ever show you guys the game, 'gate88'?
05:54:00karamazovapyI just abused my power
05:54:00raptorthere may be some shape in there that might be a good core
05:54:00raptoruh oh
05:55:00karamazovapyhttp://bitfighter.org/forums/viewtopic.php?f=9&t=1169&p=10213#p10238 ... re: new topic title
05:56:00karamazovapyI should change it even further, since he didn't even make it
05:56:00karamazovapyhe only customized a stupid, worthless template
05:56:00karamazovapybut I'm not going to let the beer talk for me quite that much
05:59:00raptorok, if you give me 10 min, i can have another beta for you
06:00:00karamazovapyfor what purpose?
06:00:00raptoractually it's just minor bugfixes, so you probably wouldn't really need it
06:00:00karamazovapyokay then!
06:01:00raptorand sam686 has made GIFs of the new core graphics
06:03:00karamazovapyI saw that - I liked the new speed
06:04:00karamazovapyfast enough without being blinky
06:04:00karamazovapybut still looks atomic
06:04:00raptoryes, i like it too
06:07:00karamazovapywell I have to teach in the morning...I'm gonna watch the daily show and hit the sack
06:07:00karamazovapynight!
06:09:00raptornight
06:10:00sam686going into hex math, what is 1B / 3EA ?
06:10:00sam686i did it on paper, http://sam686.maxhushahn.com/upload/hex_math_on_paper.jpg
06:10:00raptorha! you learned long division with hex?
06:11:00raptori guess it isn't too difficult - you would just have to get used to it
06:11:00sam686well, it is harder as i haven't done hex math much..
06:13:00sam686more digits = harder, it seems
06:14:00sam686i will go, night..
06:14:00raptorgood night
06:14:00sam686 Quit (Quit: good night, bye bye bye, good night, chat you tomorrow...)
06:18:00BFLogBot - Commit e397162331b9 | Author: buckyballreaction | Log: CoreItems uses health instead of hit points now. Damage done by weapons now follow the same rules as damaging a ship
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06:28:00BFLogBot - Commit 4fd6790c1e28 | Author: buckyballreaction | Log: Variable name
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17:10:00raptorgood day!
17:11:00watusimotohellogoodbye
17:11:00raptor:(
17:11:00raptorbye
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18:02:00raptorZoomber: what is 'Server Map Node' ?
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18:26:00raptorhi sam686
18:26:00sam686hi
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18:56:00raptorworking on anything sam686?
19:01:00raptoralso, does bitfighter -dedicated crash for you?
19:11:00sam686i see the problem with -dedicated (doesn't affect "make dedicated"), it tries to access a Null gClientGame
19:19:00BFLogBot - Commit 56f96aa43773 | Author: sam8641 | Log: Fix dedicated runtime error
19:25:00karamazovapy_ is now known as karamazovapy
19:40:00raptorsam686: what do you think of this graphic?: http://pastie.org/3162016
19:40:00raptorfor core
19:40:00raptor(and could you make a gif for karamazovapy?)
19:45:00sam686ok, thats looks a little bit better...
19:48:00raptorlooks like i have to change it to a collision circle
19:49:00sam686http://sam686.maxhushahn.com/upload/animated_core3.gif
19:50:00sam686oops, something went wrong with that link
19:58:00raptori'm going to slow down the rotation and adjust the collision circle then commit - unless you can think of any other changes?
20:08:00sam686there, i think i have fixed my file uploader..
20:08:00sam686and, that link should work now, that i pasted 18 minutes ago
20:08:00raptoroh good
20:23:00raptorok committed
20:23:00raptorhowever, the collisionPoly feels 'sticky'
20:23:00raptori can't remember why that was
20:23:00raptoris that normal for circular collision polys?
20:24:00raptoroh good! i did a test with your upload3.php from sam686.maxhushahn... and it works with larger files!
20:25:00BFLogBot - Commit ce476aea07bb | Author: buckyballreaction | Log: CoreItem render modifications; adjust collisionPoly to match
20:26:00sam686in case you haven't noticed, at the bottom of http://sam686.maxhushahn.com/upload/ says "Apache/2.2.14 (Ubuntu) Server at sam686.maxhushahn.com Port 80"
20:26:00sam686as in, moving to linux insted of windows for my other computer..
20:27:00raptori do now.. :)
20:29:00karamazovapythose cores look pretty cool!
20:29:00raptoroh yay - i like approval
20:29:00raptori slowed down the rotation by half
20:30:00karamazovapydecagons were an interesting choice
20:30:00raptoryes - i originally thought 14, but 10 seemed better
20:30:00karamazovapyyeah, I think 10 is probably better than 14
20:30:00karamazovapymany more sides and it starts to look like a poorly drawn circle
20:32:00karamazovapyso do these shrink or slow down or do the tracers in the middle disappear bit by bit?
20:32:00raptorright now just shrink
20:32:00raptorbut I can have them slow down easily enough
20:32:00raptori actually slowed them already...
20:33:00raptormaybe they should speed up when smaller...
20:33:00karamazovapyshrinking looks kind of cool, but I don't really get the rationale
20:35:00raptoryeah, we may have to revise it with the circular-like cores
20:39:00raptorlooks like testItems are 'sticky' when bumpng against them, too
20:41:00raptormust be a math problem with getCollisionCircle
20:42:00karamazovapyI don't like the sticky effect
20:42:00karamazovapyespecially when coming off a barrier
20:42:00raptorbarriers don't have them, do they?
20:43:00karamazovapycollisioncircles?
20:43:00raptorstickiness
20:43:00karamazovapyno, I think it's an edge thing for them
20:43:00karamazovapywhen you spawn or teleport on top of a barrier and then fly off
20:43:00raptorahh...
20:43:00raptorhow do you feel about the testItem stickiness?
20:43:00karamazovapyhadn't noticed it
20:43:00koda has joined
20:45:00raptorthat's because testItems usually move
20:46:00karamazovapywell I've noticed it when they're fixed in position for whatever reason
20:46:00raptoryes
20:46:00raptoroh yes - that old tutorial map
20:46:00raptoris a good example
20:46:00karamazovapyI used the effect in my "supine" nexus map, too
20:47:00raptorwell, unfortunately it will be part of CoreItem if we use circular rendering
20:47:00karamazovapyI don't think it's a big problem
20:48:00karamazovapyparticularly for cores
20:48:00karamazovapyyou know, the core gametype might give engineer a valid purpose
20:49:00raptoryou may experience it: http://sam686.maxhushahn.com/upload/bitfighter-016-beta-newcores.7z
20:51:00karamazovapyit's gonna take me a while to get used to using left and right to change values in the editor
20:51:00karamazovapyas opposed to up and down
20:53:00karamazovapythis 500 health core appears to be invincible
20:54:00karamazovapyanother quirk: the stickiness makes some bursts detonate on impact
20:55:00karamazovapynah, it wasn't invincible
20:55:00karamazovapybut the rotation and the super-slow drain made it difficult to detect the size change
20:57:00karamazovapythere should be some kind of event notice when a core is detonated
20:58:00karamazovapybut that also begs the question, are cores detonated? disabled? neutralized? deactivated?
20:58:00karamazovapydefused? disintegrated?
21:02:00karamazovapybitfightered?
21:02:00raptorok back
21:02:00raptordestroyed
21:02:00raptorand yes - i should add server notifications
21:03:00karamazovapyChumpChange destroyed a Blue Core (ish)?
21:03:00raptoryes
21:04:00raptori've seen that stickiness make bursts explode on testitems...
21:04:00karamazovapyit's more noticeable here, since you're trying to damage the core
21:05:00karamazovapywith those atomic trails inside each core, cores would make an interesting point of generation for worms
21:10:00raptoryeah that would be neat - if they sort of spawned as one of the trails is spat out
21:13:00karamazovapyit would give them more standing outside the Core gametype
21:14:00karamazovapythere could be Hostile Cores
21:14:00karamazovapymaybe worms only come from hostile cores
21:15:00karamazovapythat makes cores more ominous, somehow
21:16:00raptoryes - i think if they are stationary target, they should be somewhat difficult to take out
21:18:00raptorbut that may have to wait for 016a or 017...
21:20:00raptori gotta stop myself before feature creep sets in again..
21:40:00karamazovapyyeah. worms aren't top priority
21:47:00raptorhow is this for better score rendering?: http://sam686.maxhushahn.com/upload/1screenshot_14.png
21:52:00sam686"Cores remaining" seem to be too big, and gets in the way, might be better not to display that text at all...
21:52:00raptorok
22:05:00BFLogBot - Commit b74123fa3182 | Author: buckyballreaction | Log: Render Cores remaining instead of score
22:20:00Watusimoto has joined
22:21:00raptorso how in-sync would the clientgame time and server game time be?
22:21:00Watusimotohi
22:21:00raptorhi
22:22:00Watusimotomeant to be on earler, but am caught up in a gripping novel
22:23:00WatusimotoI was gripped
22:23:00raptorha! i read that as ' i was gzipped'
22:24:00WatusimotoI wasn't gzipped
22:26:00raptorok, just pushed some more Core changes
22:26:00raptoryou should update to head and check it out!
22:26:00Watusimotowill soon...
22:27:00raptorwith our powers combined, we came up with (i think) a better core graphic
22:30:00Watusimotolooking forward to seeing it
22:30:00WatusimotoI have some ideas as well... maybe sometihng to add... or not
22:30:00BFLogBot - Commit cfdc1f3e4a8d | Author: buckyballreaction | Log: Make rotation getCollisionPoly() for CoreItem. Fixes 'stickiness'. Also try to sync collision poly with what is rendered using game time
22:31:00karamazovapyI'm with sam on the "cores remaining" text
22:31:00raptoralready gotten rid of
22:32:00karamazovapywhat happens to teams when they run out of cores? they just can't win the game anymore?
22:32:00raptoryep, they become rogues
22:32:00Watusimotohopefully these will be 2-team games
22:32:00karamazovapyoooh...attacks of opportunity! sneak attack!
22:32:00raptoryes.. :)
22:32:00Watusimotook updating
22:32:00karamazovapyd&d help us
22:33:00raptorsecret alliances (if i die first i'll kill red for you)
22:39:00Watusimotorats
22:40:00Watusimotohere I am, in a city with no subways, and I missed out on the No Pants Subway Ride... again.
22:40:00Watusimotook, running. what do I do? create a core?
22:41:00Watusimotonot good... editor crashed
22:41:00karamazovapywas going pantsless on the underground on your to-do list?
22:42:00Watusimotoisn't it on everyone's?
22:44:00raptorcrash?
22:44:00raptorlet me doa full rebuild again..
22:45:00Watusimotoit's a logic error combined with an uninitialized variable
22:45:00Watusimotonothing at all to do with cores
22:45:00raptorok phoew
22:46:00WatusimotoI think I triggered it by having my mouse over an item when the level loaded... not sure thought
22:47:00raptorkaramazovapy: with this new gametype you could make it a theme for a level design contest..
22:48:00karamazovapywhen we have an anticipated release date, I should add a "core" category to the map gallery as a teaser
22:53:00raptorWatusimoto: what do you think of the new design?
22:54:00Watusimotoargh... haven't seen it yet
22:54:00Watusimotowill let you know as soon as I do!
22:54:00raptorah ok
22:54:00raptorsorry to pester
22:54:00karamazovapyhe could click the gif
22:54:00Watusimotono worries!
22:54:00Watusimotono, I'll see the real thing
22:54:00Watusimotoonly a minute more!
22:54:00karamazovapyit is but the work of a moment!
23:02:00Watusimotoholy cow
23:02:00WatusimotoI see it in the editor
23:02:00Watusimotowow
23:02:00Watusimotothat looks pretty cool
23:03:00Watusimotowhat if the inner core rotated too>
23:03:00Watusimoto?
23:03:00raptorat the same rate?
23:04:00Watusimotoyes... and, to be nitpicky, I think the atoms shoudl not overlap the inner white circle, but rather just line up with its inner edge
23:04:00raptorthat's easy to do :)
23:06:00Watusimotoyes
23:06:00Watusimotooverall, I like it
23:06:00raptori'll have to pick apart sam's equation for the atom piece to get it to rotate
23:07:00WatusimotoI can take a look later
23:08:00raptoralso - how does the shrinking aspect fit with it?
23:08:00WatusimotoI want to futz with a few elements of the design, but most of what I wanted to do would just make it worse
23:08:00WatusimotoI really likeit
23:08:00Watusimotoso the spawn sheilds are still orange
23:08:00Watusimotoraptor wants to revert to green
23:08:00Watusimotoany other opinions?
23:09:00karamazovapyI prefer green
23:09:00raptorumm, i'm not a fan of blinking
23:09:00Watusimotosam?
23:09:00Watusimotowhy no blinking?
23:09:00raptorit makes me want to run away
23:09:00sam686i kind of like green better then.... brown / orange...
23:09:00Watusimotook, green it is
23:10:00Watusimotowe could try the slowing rotation thing, but I'm not optimistic
23:10:00raptormaybe if it had fading instead of on/off
23:10:00WatusimotoI tried that
23:10:00karamazovapyI'd like to see the slow to a stop, but since I can't code it I'm not going to whine on its behalf
23:10:00sam686or maybe a smooth blink (as in, fading out, then in, then out, then in, then out)
23:10:00Watusimotowell, maybe different
23:11:00Watusimotoeach blink lasts 150ms
23:11:00Watusimotoi.e. on for 150, off for 150
23:11:00raptorsmooth blink, that's what i meant
23:11:00Watusimotothat's not a lot of time for a fade
23:12:00karamazovapywell if it doesn't "stay" at 100% or 0% and just does a fade for each 150ms
23:12:00Watusimotocould try on for 110, fade off for 40, off for 110, fade on for 40, on for 110, etc.
23:13:00Watusimotowhat I tried was the last time it went off, it faded for 150ms, but that looked awful
23:14:00raptorthe jerkiness of the blinking is what bothers me
23:19:00raptorok made those two changes
23:19:00raptoratom rotation and touching the inner circle
23:20:00Watusimototrying a slight fade
23:20:00Watusimototo make the blink less abrupt
23:20:00BFLogBot - Commit 5a7fb51519d3 | Author: buckyballreaction | Log: Minor CoreItem graphics changes: atom doesn't touch inner circle; atom rotates with core
23:37:00Watusimotodon't like it.
23:39:00raptordon't liek what?
23:40:00Watusimotoit doesn't really help
23:40:00Watusimototrying different idea
23:40:00Watusimotowill check this one it
23:40:00Watusimotoin
23:40:00Watusimotothen back to last night's problem
23:42:00Watusimotopushing
23:42:00Watusimotosee if this is better
23:42:00WatusimotoI left my fade code there, though it's a little confusing and doesn't work 100% right
23:42:00Watusimotodo my core suggestions improve things?
23:43:00WatusimotoI think they do
23:44:00raptori think so
23:44:00raptorpushed a minor tweak
23:44:00Watusimotolooks like a bucket of snakes
23:44:00raptorkaramazovapy had this nead idea for the future - one could jump off and become a worm
23:45:00raptor*neat
23:45:00Watusimotosounds like a botfighter idea
23:45:00Watusimotooh, wait
23:45:00WatusimotoI misunderstood
23:45:00WatusimotoI thought you meant a player could become a worm
23:45:00raptorCoreItem would spawn Worm
23:45:00Watusimotoright
23:45:00BFLogBot - Commit 905d31921f8e | Author: watusim...@bitfighter.org | Log: Authentication now pushed to remote clients via "legitimate" channels
23:45:00BFLogBot - Commit d3dc28a138e1 | Author: watusim...@bitfighter.org | Log: Merge
23:45:00BFLogBot - Commit 4117ce2befa3 | Author: watusim...@bitfighter.org | Log: Fixed crash
23:45:00BFLogBot - Commit 2ff9056fb55f | Author: watusim...@bitfighter.org | Log: Green shield
23:45:00BFLogBot - Commit 4555ec11600b | Author: watusim...@bitfighter.org | Log: alternative to fading in and out
23:45:00BFLogBot - Commit 98f36981ed4b | Author: watusim...@bitfighter.org | Log: Merge
23:45:00BFLogBot - Commit 35e5a355a2d4 | Author: buckyballreaction | Log: Minor tweak to renderCore
23:45:00WatusimotoI think there should be a big-arsed explosion when they get killed
23:46:00raptorI ahven't done explosions before...
23:46:00raptorsounds like we could use the spark manager
23:46:00Watusimotoideally
23:46:00Watusimotomines do
23:47:00Watusimotosomething like this:
23:47:00Watusimotohttp://www.google.lu/imgres?q=explosion+shockwave+game&hl=en&safe=off&biw=1366&bih=643&tbm=isch&tbnid=msHQVleQ2TrFPM:&imgrefurl=http://www.comicbookmovie.com/fansites/Destroyer14/news/%3Fa%3D21829&docid=p54UiCP2cT3g3M&imgurl=http://www.comicbookmovie.com/images/users/uploads/18830/explosion.jpg&w=550&h=412&ei=C84MT6n1Hc7Rswai0ICZBA&zoom=1
23:47:00raptorhahaha
23:53:00Watusimotoalso, if default is 10 hp, I think U8 is reasonable max
23:56:00raptorwell, since converting to health instead of hitpoints, i needed 16 bits precision

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