Timestamps are in GMT/BST.
| 00:04:00 | karamazovapy | curious |
| 00:05:00 | raptor | so it looks like team-games with only one team have wildely different rules |
| 00:05:00 | karamazovapy | well that's interesting |
| 00:05:00 | karamazovapy | the size change core is kind of neat |
| 00:05:00 | karamazovapy | I'm hooked on this idea of things rotating and slowing down, though |
| 00:06:00 | karamazovapy | a rotating gear that slows down as its health decreases would be cool |
| 00:07:00 | | koda Quit (Quit: koda) |
| 00:08:00 | Watusimoto | You know, the New Pornographers Electric Version is a really good record |
| 00:08:00 | sam686 | there, i think the new master is going at the latest revistion.. |
| 00:09:00 | Watusimoto | great! |
| 00:10:00 | Watusimoto | now you'll all need the newest code! haha ha! |
| 00:20:00 | Watusimoto | crap crap crap crap |
| 00:20:00 | Watusimoto | sorry sam |
| 00:20:00 | Watusimoto | I'm going to need to change another master protocl |
| 00:20:00 | raptor | do NOT do hg push -f please |
| 00:20:00 | raptor | please please |
| 00:20:00 | Watusimoto | are we still suffering from that? |
| 00:21:00 | Watusimoto | won't do it again |
| 00:21:00 | raptor | no - but i briefly thought you considered it again based on above comments... |
| 00:21:00 | raptor | :) |
| 00:21:00 | Watusimoto | no |
| 00:21:00 | raptor | ok, back to karamazovapy's writeup... |
| 00:22:00 | karamazovapy | w00t |
| 00:23:00 | karamazovapy | back to Abraham Lincoln: Vampire Hunter |
| 00:23:00 | raptor | is that a movie? |
| 00:27:00 | sam686 | http://sam686.maxhushahn.com/upload/animated_core_1.gif |
| 00:28:00 | raptor | sam686: what TNL method would be good to wrap a U32? stream->writeInt(hitpoints, 32) throws an assert |
| 00:29:00 | sam686 | stream->write(hitpoint) |
| 00:29:00 | sam686 | then, stream->read(&hitpoint) |
| 00:30:00 | raptor | great! thanks |
| 00:31:00 | Watusimoto | sam -- did you make that animation? |
| 00:32:00 | sam686 | yes |
| 00:32:00 | Watusimoto | it's awesome |
| 00:32:00 | sam686 | i can show you the code.. |
| 00:32:00 | Watusimoto | defintely on the right track |
| 00:32:00 | Watusimoto | why not comment out my code in the renderCore method, and replace it with that? |
| 00:32:00 | sam686 | http://sam686.maxhushahn.com/upload/text1201/120109_18-01-42.txt |
| 00:33:00 | Watusimoto | perfect! |
| 00:33:00 | raptor | FloatTau! |
| 00:33:00 | raptor | i'm losing my holy war |
| 00:33:00 | Watusimoto | we'll probably need some sort of bounding box, but that is really good |
| 00:34:00 | sam686 | or maybe just a collision circle will work just fine... |
| 00:35:00 | raptor | why is my game constantly crashing at RPC_MasterServerInterface_m2cSetAuthenticated? |
| 00:36:00 | sam686 | did you update to the latest code? |
| 00:37:00 | raptor | oh look, there's changes... |
| 00:37:00 | raptor | thanks |
| 00:37:00 | raptor | 32 merit badges |
| 00:38:00 | karamazovapy | AL: VH is a book that's going to be a movie |
| 00:38:00 | karamazovapy | same guy who did Pride, Prejudice, and Zombies |
| 00:39:00 | karamazovapy | the animated core looks really cool...but can the animation be slowed down at all? it makes me kind of nauseous... |
| 00:39:00 | sam686 | how much slower? |
| 00:40:00 | karamazovapy | hard to say. it almost just looks like blinking, as it is |
| 00:40:00 | Watusimoto | my epilepsy! |
| 00:41:00 | karamazovapy | it's funny. individually, the elipses aren't travelling that fast, but taken all together they look pretty crazy |
| 00:41:00 | sam686 | http://sam686.maxhushahn.com/upload/animated_core1_slower.gif |
| 00:41:00 | karamazovapy | they're going what, 2 cycles per second? a little faster? |
| 00:42:00 | | BFLogBot - Commit 188f8b61a96d | Author: buckyballreaction | Log: Fix rendering bug with hit points greater than 255 on CoreItems |
| 00:43:00 | karamazovapy | hm...I personally like the fast one better than the slow one. is there room in between? |
| 00:43:00 | Watusimoto | we also need to think about sfx -- maybe some sound when you are near, a sound for being shot, and maybe an explosion sound? |
| 00:43:00 | sam686 | http://sam686.maxhushahn.com/upload/animated_core1_15.gif |
| 00:44:00 | raptor | ok karamazovapy, i have your write-up: http://pastie.org/3157536 |
| 00:44:00 | sam686 | that half speed then my first fastest speed. |
| 00:44:00 | raptor | i hope it is good enough |
| 00:44:00 | karamazovapy | I kind of like that. it seems a little less epileptic to me, anyway. |
| 00:44:00 | karamazovapy | anybody else have an opinion? |
| 00:44:00 | raptor | i'd have to see it in-game because gifs are only 15-30 FPS |
| 00:45:00 | karamazovapy | I think they demonstrate the speeds pretty well, though |
| 00:45:00 | raptor | yes |
| 00:46:00 | Watusimoto | do we want to limit reactor hit points to U16 or even U8? |
| 00:46:00 | sam686 | well then, use this, raptor: http://sam686.maxhushahn.com/upload/text1201/120109_18-01-22.txt |
| 00:46:00 | raptor | not U8 |
| 00:46:00 | raptor | too small for the abuse that people will want :) |
| 00:47:00 | raptor | but U16 may be OK - 65535 should be enough for anyone, right? |
| 00:47:00 | Watusimoto | yes\ |
| 00:47:00 | Watusimoto | of course |
| 00:47:00 | sam686 | just use F32 t = F32(time & 1023) / 1024.f * Float2Pi; for half speed animation (was 511 / 512) |
| 00:47:00 | | BFLogBot - Commit 43c16dda7445 | Author: watusim...@bitfighter.org | Log: Formatting |
| 00:47:00 | | BFLogBot - Commit 1c1acab08b3f | Author: watusim...@bitfighter.org | Log: Remove dead code |
| 00:47:00 | raptor | unless we move to a real hitpoints system instead of a hit-system |
| 00:47:00 | Watusimoto | sam, I just pushed new code to be updated on master. Do you want to do it again? |
| 00:47:00 | | BFLogBot - Commit 8833d1f09f9a | Author: watusim...@bitfighter.org | Log: Push badges through to server |
| 00:47:00 | | BFLogBot - Commit fb3e9f9e0f7f | Author: watusim...@bitfighter.org | Log: Merge |
| 00:47:00 | sam686 | ok |
| 00:47:00 | Watusimoto | thanks! |
| 00:47:00 | raptor | because a ship is 100000 hit points no? |
| 00:47:00 | Watusimoto | I think that will be it for a bit |
| 00:47:00 | Watusimoto | what?? |
| 00:48:00 | Watusimoto | it's 1 hp |
| 00:48:00 | raptor | oh yeah... F32 |
| 00:48:00 | raptor | sorry |
| 00:48:00 | raptor | forgot |
| 00:48:00 | raptor | so |
| 00:48:00 | raptor | do we want to use the same system for Core? or is hit count good enough? |
| 00:48:00 | Watusimoto | actually |
| 00:48:00 | Watusimoto | we might |
| 00:49:00 | Watusimoto | bursters at the edge of their range don't do much damage |
| 00:49:00 | raptor | but still cound as a hit on core |
| 00:49:00 | Watusimoto | we lose that nuance compeletly with the simple int hp system |
| 00:49:00 | raptor | yes |
| 00:49:00 | Watusimoto | maybe we shoudl give an F32 strength and use standard weapon damage amounts |
| 00:49:00 | Watusimoto | to chip away at that |
| 00:50:00 | Watusimoto | we also lose nuances in different strengths of various weapons |
| 00:50:00 | raptor | yep |
| 00:50:00 | raptor | triple is the strongest against Core |
| 00:50:00 | sam686 | ok, updated new master to 3356:fb3e9f9e0f7f |
| 00:51:00 | sam686 | i will go, will be back in 40 minutes, to have some food. |
| 00:53:00 | Watusimoto | by sam; will be asleep when you get back |
| 00:53:00 | karamazovapy | <Watusimoto> we also need to think about sfx -- maybe some sound when you are near |
| 00:53:00 | Watusimoto | dine well |
| 00:53:00 | karamazovapy | <Watusimoto> we also need to think about sfx -- maybe some sound when you are near |
| 00:53:00 | karamazovapy | grr |
| 00:53:00 | karamazovapy | http://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 |
| 00:53:00 | raptor | i like that! |
| 00:53:00 | Watusimoto | yes; that's my tool of choice |
| 00:53:00 | raptor | lightsaber-y |
| 00:54:00 | Watusimoto | oh, wait, haven;t seen this version |
| 01:00:00 | karamazovapy | hahaha...listen to Randomize6! |
| 01:00:00 | karamazovapy | http://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 |
| 01:00:00 | raptor | wow |
| 01:03:00 | raptor | karamazovapy: was that write-up more or less what you were thinking? |
| 01:04:00 | karamazovapy | yes it was |
| 01:05:00 | raptor | ok good |
| 01:05:00 | raptor | now it's time to go home |
| 01:05:00 | raptor | later! |
| 01:05:00 | karamazovapy | last sounds! |
| 01:05:00 | karamazovapy | http://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 |
| 01:05:00 | karamazovapy | all the Randomizes on the left in the window are interesting |
| 01:06:00 | karamazovapy | Randomize15 gives me the heeby jeebies |
| 01:06:00 | | raptor Quit (Remote host closed the connection) |
| 01:14:00 | Watusimoto | good night, gentlemen |
| 01:14:00 | Watusimoto | only one step further to close 2 cases! |
| 01:14:00 | Watusimoto | but that's for the next day |
| 01:16:00 | Watusimoto | like the comment for saw waveform on the soundgen |
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| 01:39:00 | karamazovapy | aww...I just realized that you didn't get all the neat sounds bundled up when I linked |
| 01:39:00 | raptor | yeah - just one at a time |
| 01:40:00 | karamazovapy | this 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 |
| 01:41:00 | raptor | yeeaauggh |
| 01:41:00 | karamazovapy | that sound says something is wrong |
| 02:05:00 | raptor | i wonder if single player CTF has the same kill problem.. |
| 02:07:00 | raptor | ha! it does |
| 02:09:00 | raptor | so now the question, are there any single-team CTF maps out there? and why is the code coded like this? |
| 02:13:00 | karamazovapy | I've never seen a FFA ctf |
| 02:14:00 | karamazovapy | another curiousity was that I was able to start a CTF game with no flags |
| 02:14:00 | karamazovapy | I'm not sure that has always been possible |
| 02:16:00 | raptor | foudn the source of the problem |
| 02:16:00 | raptor | there are specific scoring rules for each team-game type that are only single player |
| 02:16:00 | raptor | like glorified bitmatches |
| 02:17:00 | raptor | a goal in single-player soccer gives 5 points according to this... i'm going to test in 015a |
| 02:18:00 | raptor | ha! it works |
| 02:18:00 | raptor | so goofy |
| 02:23:00 | raptor | sam686: were you going to commit your new graphics for Core? |
| 02:23:00 | raptor | (I can't remember if that was decided) |
| 02:28:00 | sam686 | possibly yes, because _k and watusimoto seems to both like the core like that.. |
| 02:30:00 | raptor | good, i like it the best so far, too :0 |
| 02:30:00 | raptor | :) |
| 02:32:00 | raptor | Ok, I'm converting CoreItem to use an F32 for health so it will respond to normal shot damage the same way as everything else |
| 02:32:00 | raptor | the question: how should I display the health option in the editor? |
| 02:32:00 | raptor | "100x ship health"? |
| 02:33:00 | sam686 | health for what? |
| 02:33:00 | raptor | CoreItem |
| 02:33:00 | raptor | because ship health goes from 0 to 1.0 |
| 02:33:00 | sam686 | oh, i think 1.0 is normal full health.. |
| 02:34:00 | raptor | for a ship, yes - so i'd either have to raise that (10.0f) or apply a factor |
| 02:34:00 | raptor | and how should it be displayed in the editor? "Core takes 1/10 damage as a ship"? |
| 02:35:00 | raptor | or should I multiply by 1000 and display arbitrary hit points, and convert back afterwards |
| 02:35:00 | raptor | ? |
| 02:35:00 | sam686 | not sure about the editor... |
| 02:35:00 | raptor | i guess speed zone doesn't really have units |
| 02:35:00 | raptor | i could do the same... |
| 02:36:00 | sam686 | i think there is kind of a need for typing a number (including floating point decimal) instead of pressing left and right |
| 02:37:00 | raptor | in general with the new system? or just CoreItem? |
| 02:38:00 | sam686 | maybe with all menus that lets you change number... say between 1 and 1000... |
| 02:38:00 | sam686 | it will take a long time pressing right hundreds of times |
| 02:39:00 | raptor | you can hold <shift> |
| 02:39:00 | raptor | to go faster |
| 02:40:00 | sam686 | say, speedzone can have 2000 by default, but can go up to 20000 |
| 02:41:00 | raptor | do you think i should save a damage factor or a higher health for CoreItem? |
| 02:43:00 | sam686 | i don't know, higher health probably, so if a core have extra health then others, it can be render how much health left |
| 02:47:00 | raptor | be back... |
| 02:53:00 | sam686 | NoobMaster Last visited: Mon Jan 09, 2012 5:29 pm |
| 02:53:00 | sam686 | CleverBot Joined: Mon Jan 09, 2012 5:30 pm (one minute apart) |
| 02:54:00 | sam686 | i wonder if they are the same person... |
| 03:27:00 | | BFLogBot - Commit e7b3aeb639c5 | Author: sam8641 | Log: New rendering for CoreItem |
| 03:44:00 | sam686 | there is a problem with CoreGameType, and /setwinscore (or /setscore in 015a) |
| 03:56:00 | sam686 | http://sam686.maxhushahn.com/upload/animated_core2.gif |
| 03:56:00 | raptor | neat |
| 03:57:00 | raptor | was it suggested to replace the inner square with that animation? or put the animation in the inner square? |
| 03:57:00 | sam686 | i don't know yet... |
| 03:58:00 | sam686 | what is the use of inner square anyway, now that we could clearly see the team color.. |
| 03:59:00 | raptor | true |
| 03:59:00 | raptor | only decoration |
| 04:00:00 | sam686 | i think reactor should be circle shape instead of square?? |
| 04:00:00 | sam686 | or CoreItem |
| 04:01:00 | raptor | well karamazovapy thinks it should be a gear shape |
| 04:01:00 | sam686 | gear shape is kind of a circle.. |
| 04:01:00 | raptor | i don't really care too much - but i do like the scaling aspect with the hitpoints |
| 04:25:00 | raptor | sam686: is there a way to write 'n' bits of a float that is not between 0 and 1? |
| 04:25:00 | raptor | like with stream->writeFloat(hitpoints, 9); |
| 04:26:00 | sam686 | stream->writeFloat(hitpoints / 100, 9); but that may cause accuracy to go down |
| 04:27:00 | raptor | rats, ok |
| 04:32:00 | sam686 | i wonder if we should keep mHealth between 0.0 and 1.0, so to allow writeFloat(hitpoint, 9) |
| 04:32:00 | raptor | yes, i think so |
| 04:33:00 | raptor | but save it to the level file as 100 or 100000 |
| 04:34:00 | sam686 | the level file can be saved as a floating point number, like all points do in level file. |
| 04:34:00 | raptor | ah ok |
| 04:35:00 | raptor | except we need an easy non-float way to set health in the editor |
| 04:36:00 | sam686 | Could multiply by 100 like this: S32(mHealth * 100) when ever editor reads it, and save as "z / 100) |
| 04:37:00 | raptor | yeah that's what i'm thinking |
| 04:37:00 | sam686 | i mean save it as F32(z) / 100.f |
| 04:38:00 | sam686 | that way, we could possibly add better support to editor later, for editing floating point number.. |
| 05:16:00 | raptor | i made the mistake of mixing up bitwidth for digits... |
| 05:18:00 | sam686 | 4 bit can have 16 possible values, even for writeFloat, 4 bit can have 16 possible float value, between 0 and 1.0 |
| 05:20:00 | sam686 | I kind of wish our numbering system was 16 digits instead of 10 digits, it makes reading and handling binary computers easier.. |
| 05:21:00 | raptor | yeah - i've sometimes wished it was 12 or 16 before |
| 05:21:00 | raptor | 12 because everything in the imperial system is based on 12 |
| 05:22:00 | raptor | 16 would be nice for the binary age, yes |
| 05:22:00 | sam686 | even if it was cut down to 8 digits, it will be more friendly with binary systems.. |
| 05:23:00 | raptor | problem is we have 10 fingers |
| 05:26:00 | sam686 | if 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. |
| 05:27:00 | raptor | true |
| 05:27:00 | raptor | i don't know - octal still feels lacking for a number system |
| 05:27:00 | raptor | 2^3 is weird |
| 05:28:00 | raptor | 2^4 (base16) is nice |
| 05:28:00 | sam686 | maybe, because we are way too used to 10 digit number system.. |
| 05:29:00 | sam686 | not as weard as a 10 digit number being... 2^3.1622776601683793319988935444327 |
| 05:29:00 | raptor | haha |
| 05:29:00 | raptor | yeah, 10 digit is weird |
| 05:29:00 | raptor | if you really think about it... |
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| 05:53:00 | karamazovapy | I'm totally open-minded on core shape |
| 05:53:00 | karamazovapy | but I think squares are a little bit lame |
| 05:53:00 | raptor | did i ever show you guys the game, 'gate88'? |
| 05:54:00 | karamazovapy | I just abused my power |
| 05:54:00 | raptor | there may be some shape in there that might be a good core |
| 05:54:00 | raptor | uh oh |
| 05:55:00 | karamazovapy | http://bitfighter.org/forums/viewtopic.php?f=9&t=1169&p=10213#p10238 ... re: new topic title |
| 05:56:00 | karamazovapy | I should change it even further, since he didn't even make it |
| 05:56:00 | karamazovapy | he only customized a stupid, worthless template |
| 05:56:00 | karamazovapy | but I'm not going to let the beer talk for me quite that much |
| 05:59:00 | raptor | ok, if you give me 10 min, i can have another beta for you |
| 06:00:00 | karamazovapy | for what purpose? |
| 06:00:00 | raptor | actually it's just minor bugfixes, so you probably wouldn't really need it |
| 06:00:00 | karamazovapy | okay then! |
| 06:01:00 | raptor | and sam686 has made GIFs of the new core graphics |
| 06:03:00 | karamazovapy | I saw that - I liked the new speed |
| 06:04:00 | karamazovapy | fast enough without being blinky |
| 06:04:00 | karamazovapy | but still looks atomic |
| 06:04:00 | raptor | yes, i like it too |
| 06:07:00 | karamazovapy | well I have to teach in the morning...I'm gonna watch the daily show and hit the sack |
| 06:07:00 | karamazovapy | night! |
| 06:09:00 | raptor | night |
| 06:10:00 | sam686 | going into hex math, what is 1B / 3EA ? |
| 06:10:00 | sam686 | i did it on paper, http://sam686.maxhushahn.com/upload/hex_math_on_paper.jpg |
| 06:10:00 | raptor | ha! you learned long division with hex? |
| 06:11:00 | raptor | i guess it isn't too difficult - you would just have to get used to it |
| 06:11:00 | sam686 | well, it is harder as i haven't done hex math much.. |
| 06:13:00 | sam686 | more digits = harder, it seems |
| 06:14:00 | sam686 | i will go, night.. |
| 06:14:00 | raptor | good night |
| 06:14:00 | | sam686 Quit (Quit: good night, bye bye bye, good night, chat you tomorrow...) |
| 06:18:00 | | BFLogBot - 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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| 06:28:00 | | BFLogBot - Commit 4fd6790c1e28 | Author: buckyballreaction | Log: Variable name |
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| 17:10:00 | raptor | good day! |
| 17:11:00 | watusimoto | hellogoodbye |
| 17:11:00 | raptor | :( |
| 17:11:00 | raptor | bye |
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| 18:02:00 | raptor | Zoomber: what is 'Server Map Node' ? |
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| 18:26:00 | raptor | hi sam686 |
| 18:26:00 | sam686 | hi |
| 18:53:00 | | LordDVG Quit (Read error: Connection reset by peer) |
| 18:56:00 | raptor | working on anything sam686? |
| 19:01:00 | raptor | also, does bitfighter -dedicated crash for you? |
| 19:11:00 | sam686 | i see the problem with -dedicated (doesn't affect "make dedicated"), it tries to access a Null gClientGame |
| 19:19:00 | | BFLogBot - Commit 56f96aa43773 | Author: sam8641 | Log: Fix dedicated runtime error |
| 19:25:00 | | karamazovapy_ is now known as karamazovapy |
| 19:40:00 | raptor | sam686: what do you think of this graphic?: http://pastie.org/3162016 |
| 19:40:00 | raptor | for core |
| 19:40:00 | raptor | (and could you make a gif for karamazovapy?) |
| 19:45:00 | sam686 | ok, thats looks a little bit better... |
| 19:48:00 | raptor | looks like i have to change it to a collision circle |
| 19:49:00 | sam686 | http://sam686.maxhushahn.com/upload/animated_core3.gif |
| 19:50:00 | sam686 | oops, something went wrong with that link |
| 19:58:00 | raptor | i'm going to slow down the rotation and adjust the collision circle then commit - unless you can think of any other changes? |
| 20:08:00 | sam686 | there, i think i have fixed my file uploader.. |
| 20:08:00 | sam686 | and, that link should work now, that i pasted 18 minutes ago |
| 20:08:00 | raptor | oh good |
| 20:23:00 | raptor | ok committed |
| 20:23:00 | raptor | however, the collisionPoly feels 'sticky' |
| 20:23:00 | raptor | i can't remember why that was |
| 20:23:00 | raptor | is that normal for circular collision polys? |
| 20:24:00 | raptor | oh good! i did a test with your upload3.php from sam686.maxhushahn... and it works with larger files! |
| 20:25:00 | | BFLogBot - Commit ce476aea07bb | Author: buckyballreaction | Log: CoreItem render modifications; adjust collisionPoly to match |
| 20:26:00 | sam686 | in 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" |
| 20:26:00 | sam686 | as in, moving to linux insted of windows for my other computer.. |
| 20:27:00 | raptor | i do now.. :) |
| 20:29:00 | karamazovapy | those cores look pretty cool! |
| 20:29:00 | raptor | oh yay - i like approval |
| 20:29:00 | raptor | i slowed down the rotation by half |
| 20:30:00 | karamazovapy | decagons were an interesting choice |
| 20:30:00 | raptor | yes - i originally thought 14, but 10 seemed better |
| 20:30:00 | karamazovapy | yeah, I think 10 is probably better than 14 |
| 20:30:00 | karamazovapy | many more sides and it starts to look like a poorly drawn circle |
| 20:32:00 | karamazovapy | so do these shrink or slow down or do the tracers in the middle disappear bit by bit? |
| 20:32:00 | raptor | right now just shrink |
| 20:32:00 | raptor | but I can have them slow down easily enough |
| 20:32:00 | raptor | i actually slowed them already... |
| 20:33:00 | raptor | maybe they should speed up when smaller... |
| 20:33:00 | karamazovapy | shrinking looks kind of cool, but I don't really get the rationale |
| 20:35:00 | raptor | yeah, we may have to revise it with the circular-like cores |
| 20:39:00 | raptor | looks like testItems are 'sticky' when bumpng against them, too |
| 20:41:00 | raptor | must be a math problem with getCollisionCircle |
| 20:42:00 | karamazovapy | I don't like the sticky effect |
| 20:42:00 | karamazovapy | especially when coming off a barrier |
| 20:42:00 | raptor | barriers don't have them, do they? |
| 20:43:00 | karamazovapy | collisioncircles? |
| 20:43:00 | raptor | stickiness |
| 20:43:00 | karamazovapy | no, I think it's an edge thing for them |
| 20:43:00 | karamazovapy | when you spawn or teleport on top of a barrier and then fly off |
| 20:43:00 | raptor | ahh... |
| 20:43:00 | raptor | how do you feel about the testItem stickiness? |
| 20:43:00 | karamazovapy | hadn't noticed it |
| 20:43:00 | | koda has joined |
| 20:45:00 | raptor | that's because testItems usually move |
| 20:46:00 | karamazovapy | well I've noticed it when they're fixed in position for whatever reason |
| 20:46:00 | raptor | yes |
| 20:46:00 | raptor | oh yes - that old tutorial map |
| 20:46:00 | raptor | is a good example |
| 20:46:00 | karamazovapy | I used the effect in my "supine" nexus map, too |
| 20:47:00 | raptor | well, unfortunately it will be part of CoreItem if we use circular rendering |
| 20:47:00 | karamazovapy | I don't think it's a big problem |
| 20:48:00 | karamazovapy | particularly for cores |
| 20:48:00 | karamazovapy | you know, the core gametype might give engineer a valid purpose |
| 20:49:00 | raptor | you may experience it: http://sam686.maxhushahn.com/upload/bitfighter-016-beta-newcores.7z |
| 20:51:00 | karamazovapy | it's gonna take me a while to get used to using left and right to change values in the editor |
| 20:51:00 | karamazovapy | as opposed to up and down |
| 20:53:00 | karamazovapy | this 500 health core appears to be invincible |
| 20:54:00 | karamazovapy | another quirk: the stickiness makes some bursts detonate on impact |
| 20:55:00 | karamazovapy | nah, it wasn't invincible |
| 20:55:00 | karamazovapy | but the rotation and the super-slow drain made it difficult to detect the size change |
| 20:57:00 | karamazovapy | there should be some kind of event notice when a core is detonated |
| 20:58:00 | karamazovapy | but that also begs the question, are cores detonated? disabled? neutralized? deactivated? |
| 20:58:00 | karamazovapy | defused? disintegrated? |
| 21:02:00 | karamazovapy | bitfightered? |
| 21:02:00 | raptor | ok back |
| 21:02:00 | raptor | destroyed |
| 21:02:00 | raptor | and yes - i should add server notifications |
| 21:03:00 | karamazovapy | ChumpChange destroyed a Blue Core (ish)? |
| 21:03:00 | raptor | yes |
| 21:04:00 | raptor | i've seen that stickiness make bursts explode on testitems... |
| 21:04:00 | karamazovapy | it's more noticeable here, since you're trying to damage the core |
| 21:05:00 | karamazovapy | with those atomic trails inside each core, cores would make an interesting point of generation for worms |
| 21:10:00 | raptor | yeah that would be neat - if they sort of spawned as one of the trails is spat out |
| 21:13:00 | karamazovapy | it would give them more standing outside the Core gametype |
| 21:14:00 | karamazovapy | there could be Hostile Cores |
| 21:14:00 | karamazovapy | maybe worms only come from hostile cores |
| 21:15:00 | karamazovapy | that makes cores more ominous, somehow |
| 21:16:00 | raptor | yes - i think if they are stationary target, they should be somewhat difficult to take out |
| 21:18:00 | raptor | but that may have to wait for 016a or 017... |
| 21:20:00 | raptor | i gotta stop myself before feature creep sets in again.. |
| 21:40:00 | karamazovapy | yeah. worms aren't top priority |
| 21:47:00 | raptor | how is this for better score rendering?: http://sam686.maxhushahn.com/upload/1screenshot_14.png |
| 21:52:00 | sam686 | "Cores remaining" seem to be too big, and gets in the way, might be better not to display that text at all... |
| 21:52:00 | raptor | ok |
| 22:05:00 | | BFLogBot - Commit b74123fa3182 | Author: buckyballreaction | Log: Render Cores remaining instead of score |
| 22:20:00 | | Watusimoto has joined |
| 22:21:00 | raptor | so how in-sync would the clientgame time and server game time be? |
| 22:21:00 | Watusimoto | hi |
| 22:21:00 | raptor | hi |
| 22:22:00 | Watusimoto | meant to be on earler, but am caught up in a gripping novel |
| 22:23:00 | Watusimoto | I was gripped |
| 22:23:00 | raptor | ha! i read that as ' i was gzipped' |
| 22:24:00 | Watusimoto | I wasn't gzipped |
| 22:26:00 | raptor | ok, just pushed some more Core changes |
| 22:26:00 | raptor | you should update to head and check it out! |
| 22:26:00 | Watusimoto | will soon... |
| 22:27:00 | raptor | with our powers combined, we came up with (i think) a better core graphic |
| 22:30:00 | Watusimoto | looking forward to seeing it |
| 22:30:00 | Watusimoto | I have some ideas as well... maybe sometihng to add... or not |
| 22:30:00 | | BFLogBot - 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 |
| 22:31:00 | karamazovapy | I'm with sam on the "cores remaining" text |
| 22:31:00 | raptor | already gotten rid of |
| 22:32:00 | karamazovapy | what happens to teams when they run out of cores? they just can't win the game anymore? |
| 22:32:00 | raptor | yep, they become rogues |
| 22:32:00 | Watusimoto | hopefully these will be 2-team games |
| 22:32:00 | karamazovapy | oooh...attacks of opportunity! sneak attack! |
| 22:32:00 | raptor | yes.. :) |
| 22:32:00 | Watusimoto | ok updating |
| 22:32:00 | karamazovapy | d&d help us |
| 22:33:00 | raptor | secret alliances (if i die first i'll kill red for you) |
| 22:39:00 | Watusimoto | rats |
| 22:40:00 | Watusimoto | here I am, in a city with no subways, and I missed out on the No Pants Subway Ride... again. |
| 22:40:00 | Watusimoto | ok, running. what do I do? create a core? |
| 22:41:00 | Watusimoto | not good... editor crashed |
| 22:41:00 | karamazovapy | was going pantsless on the underground on your to-do list? |
| 22:42:00 | Watusimoto | isn't it on everyone's? |
| 22:44:00 | raptor | crash? |
| 22:44:00 | raptor | let me doa full rebuild again.. |
| 22:45:00 | Watusimoto | it's a logic error combined with an uninitialized variable |
| 22:45:00 | Watusimoto | nothing at all to do with cores |
| 22:45:00 | raptor | ok phoew |
| 22:46:00 | Watusimoto | I think I triggered it by having my mouse over an item when the level loaded... not sure thought |
| 22:47:00 | raptor | karamazovapy: with this new gametype you could make it a theme for a level design contest.. |
| 22:48:00 | karamazovapy | when we have an anticipated release date, I should add a "core" category to the map gallery as a teaser |
| 22:53:00 | raptor | Watusimoto: what do you think of the new design? |
| 22:54:00 | Watusimoto | argh... haven't seen it yet |
| 22:54:00 | Watusimoto | will let you know as soon as I do! |
| 22:54:00 | raptor | ah ok |
| 22:54:00 | raptor | sorry to pester |
| 22:54:00 | karamazovapy | he could click the gif |
| 22:54:00 | Watusimoto | no worries! |
| 22:54:00 | Watusimoto | no, I'll see the real thing |
| 22:54:00 | Watusimoto | only a minute more! |
| 22:54:00 | karamazovapy | it is but the work of a moment! |
| 23:02:00 | Watusimoto | holy cow |
| 23:02:00 | Watusimoto | I see it in the editor |
| 23:02:00 | Watusimoto | wow |
| 23:02:00 | Watusimoto | that looks pretty cool |
| 23:03:00 | Watusimoto | what if the inner core rotated too> |
| 23:03:00 | Watusimoto | ? |
| 23:03:00 | raptor | at the same rate? |
| 23:04:00 | Watusimoto | yes... and, to be nitpicky, I think the atoms shoudl not overlap the inner white circle, but rather just line up with its inner edge |
| 23:04:00 | raptor | that's easy to do :) |
| 23:06:00 | Watusimoto | yes |
| 23:06:00 | Watusimoto | overall, I like it |
| 23:06:00 | raptor | i'll have to pick apart sam's equation for the atom piece to get it to rotate |
| 23:07:00 | Watusimoto | I can take a look later |
| 23:08:00 | raptor | also - how does the shrinking aspect fit with it? |
| 23:08:00 | Watusimoto | I want to futz with a few elements of the design, but most of what I wanted to do would just make it worse |
| 23:08:00 | Watusimoto | I really likeit |
| 23:08:00 | Watusimoto | so the spawn sheilds are still orange |
| 23:08:00 | Watusimoto | raptor wants to revert to green |
| 23:08:00 | Watusimoto | any other opinions? |
| 23:09:00 | karamazovapy | I prefer green |
| 23:09:00 | raptor | umm, i'm not a fan of blinking |
| 23:09:00 | Watusimoto | sam? |
| 23:09:00 | Watusimoto | why no blinking? |
| 23:09:00 | raptor | it makes me want to run away |
| 23:09:00 | sam686 | i kind of like green better then.... brown / orange... |
| 23:09:00 | Watusimoto | ok, green it is |
| 23:10:00 | Watusimoto | we could try the slowing rotation thing, but I'm not optimistic |
| 23:10:00 | raptor | maybe if it had fading instead of on/off |
| 23:10:00 | Watusimoto | I tried that |
| 23:10:00 | karamazovapy | I'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 |
| 23:10:00 | sam686 | or maybe a smooth blink (as in, fading out, then in, then out, then in, then out) |
| 23:10:00 | Watusimoto | well, maybe different |
| 23:11:00 | Watusimoto | each blink lasts 150ms |
| 23:11:00 | Watusimoto | i.e. on for 150, off for 150 |
| 23:11:00 | raptor | smooth blink, that's what i meant |
| 23:11:00 | Watusimoto | that's not a lot of time for a fade |
| 23:12:00 | karamazovapy | well if it doesn't "stay" at 100% or 0% and just does a fade for each 150ms |
| 23:12:00 | Watusimoto | could try on for 110, fade off for 40, off for 110, fade on for 40, on for 110, etc. |
| 23:13:00 | Watusimoto | what I tried was the last time it went off, it faded for 150ms, but that looked awful |
| 23:14:00 | raptor | the jerkiness of the blinking is what bothers me |
| 23:19:00 | raptor | ok made those two changes |
| 23:19:00 | raptor | atom rotation and touching the inner circle |
| 23:20:00 | Watusimoto | trying a slight fade |
| 23:20:00 | Watusimoto | to make the blink less abrupt |
| 23:20:00 | | BFLogBot - Commit 5a7fb51519d3 | Author: buckyballreaction | Log: Minor CoreItem graphics changes: atom doesn't touch inner circle; atom rotates with core |
| 23:37:00 | Watusimoto | don't like it. |
| 23:39:00 | raptor | don't liek what? |
| 23:40:00 | Watusimoto | it doesn't really help |
| 23:40:00 | Watusimoto | trying different idea |
| 23:40:00 | Watusimoto | will check this one it |
| 23:40:00 | Watusimoto | in |
| 23:40:00 | Watusimoto | then back to last night's problem |
| 23:42:00 | Watusimoto | pushing |
| 23:42:00 | Watusimoto | see if this is better |
| 23:42:00 | Watusimoto | I left my fade code there, though it's a little confusing and doesn't work 100% right |
| 23:42:00 | Watusimoto | do my core suggestions improve things? |
| 23:43:00 | Watusimoto | I think they do |
| 23:44:00 | raptor | i think so |
| 23:44:00 | raptor | pushed a minor tweak |
| 23:44:00 | Watusimoto | looks like a bucket of snakes |
| 23:44:00 | raptor | karamazovapy had this nead idea for the future - one could jump off and become a worm |
| 23:45:00 | raptor | *neat |
| 23:45:00 | Watusimoto | sounds like a botfighter idea |
| 23:45:00 | Watusimoto | oh, wait |
| 23:45:00 | Watusimoto | I misunderstood |
| 23:45:00 | Watusimoto | I thought you meant a player could become a worm |
| 23:45:00 | raptor | CoreItem would spawn Worm |
| 23:45:00 | Watusimoto | right |
| 23:45:00 | | BFLogBot - Commit 905d31921f8e | Author: watusim...@bitfighter.org | Log: Authentication now pushed to remote clients via "legitimate" channels |
| 23:45:00 | | BFLogBot - Commit d3dc28a138e1 | Author: watusim...@bitfighter.org | Log: Merge |
| 23:45:00 | | BFLogBot - Commit 4117ce2befa3 | Author: watusim...@bitfighter.org | Log: Fixed crash |
| 23:45:00 | | BFLogBot - Commit 2ff9056fb55f | Author: watusim...@bitfighter.org | Log: Green shield |
| 23:45:00 | | BFLogBot - Commit 4555ec11600b | Author: watusim...@bitfighter.org | Log: alternative to fading in and out |
| 23:45:00 | | BFLogBot - Commit 98f36981ed4b | Author: watusim...@bitfighter.org | Log: Merge |
| 23:45:00 | | BFLogBot - Commit 35e5a355a2d4 | Author: buckyballreaction | Log: Minor tweak to renderCore |
| 23:45:00 | Watusimoto | I think there should be a big-arsed explosion when they get killed |
| 23:46:00 | raptor | I ahven't done explosions before... |
| 23:46:00 | raptor | sounds like we could use the spark manager |
| 23:46:00 | Watusimoto | ideally |
| 23:46:00 | Watusimoto | mines do |
| 23:47:00 | Watusimoto | something like this: |
| 23:47:00 | Watusimoto | http://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 |
| 23:47:00 | raptor | hahaha |
| 23:53:00 | Watusimoto | also, if default is 10 hp, I think U8 is reasonable max |
| 23:56:00 | raptor | well, since converting to health instead of hitpoints, i needed 16 bits precision |