#bitfighter IRC Log

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IRC Log for 2012-01-11

Timestamps are in GMT/BST.

00:00:00Watusimotoah, ok
00:00:00Watusimoto10 feels like a good strength
00:03:00raptormaybe i should allow up to 10000?
00:03:00raptor*shouldn't
00:06:00koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
00:18:00raptorso 1 health means same damage as a ship
00:18:00raptorFYI
00:18:00raptorso 10 is 10 times what a ship could take
00:24:00Watusimotofigured that
00:24:00Watusimoto100 seems like a practical msx
00:24:00Watusimotomax
00:24:00raptorok, if so, I can reduce bits required for precision
00:26:00raptorbut - if we were ever to do a dungeon game type, would we want higher? (I'm thinking of crazy map makers here...)
00:27:00raptoractually, i'll set it to 100 - if people really want, they can make it higher by editing the level file
00:42:00Watusimotowhat fun is a dungeon if you don;t have to edit the level by hand?
00:43:00karamazovapyright there is a classic example of letting your fingers get away from you
00:44:00karamazovapyyou could've stopped way earlier wtih "what fun is a dungeon"
00:44:00raptorhaha
00:44:00raptorsooo...
00:44:00raptor100?
00:44:00raptor1000?
00:44:00raptoras max from editor?
00:45:00karamazovapywell if the values haven't been adjusted since that last build you sent me, I didn't even notice I was damaging the 500 core
00:45:00karamazovapy250 was kind of neat, though
00:55:00Watusimotogood night
00:55:00raptornight!
00:55:00Watusimotoonce again: great work on the core!
00:55:00Watusimototo all of you!
00:55:00Watusimotoeven my wife was impressed
00:56:00karamazovapyooooh...lady-watusimoto approves!
00:56:00raptorgoing home
00:56:00raptorlater
00:59:00raptor Quit (Remote host closed the connection)
01:00:00Watusimoto Quit (Ping timeout: 248 seconds)
01:00:00BFLogBot - Commit bb5b02191e96 | Author: buckyballreaction | Log: Core big explode!
01:00:00BFLogBot - Commit ff70267cdb7d | Author: buckyballreaction | Log: Decrease maximum Core health
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01:57:00sam686i seem to have a crash in bitfighter in linux... http://sam686.maxhushahn.com/upload/crash_error_1.txt
01:58:00raptorha!
01:59:00raptorpulse audio problem
01:59:00raptortry turning pulseaudio off
01:59:00sam686how to turn off?
01:59:00raptoris there an init script?
02:00:00sam686i don't know..
02:01:00raptorlet me see if i remember how...
02:02:00raptorhttps://wiki.ubuntu.com/PulseAudio#PulseAudio_Removal
02:02:00raptorbut you don't have to completely restart the machine, only the sound system
02:03:00raptorsomething like: /etc/init.d/asound restart
02:08:00sam686http://sam686.maxhushahn.com/upload/text1201/120110_20-01-52.txt not it seems to really be pulseaudio problem..
02:09:00sam686or it could be intel graphics problem? not sure
02:11:00BFLogBot - Commit efc4e88e1119 | Author: buckyballreaction | Log: Explosion changes; be more like team color
02:12:00raptorthat's weord
02:13:00raptor*weird
02:28:00raptor Quit (Remote host closed the connection)
03:52:00karamazovapy_ is now known as karamazovapy
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04:49:00raptorgood evening!
04:49:00raptorwhat's next on the list to do?
04:53:00raptorwhat should I use for the Core explosion sound?
04:53:00raptorright now it's the ship sound
04:54:00raptorship explosiong sound, i mean...
04:58:00raptorkaramazovapy: do you still think the core should have a constant noise like the one you created when you get near?
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06:29:00zoomber_mbphey raptor you on?
06:29:00raptornope
06:29:00zoomber_mbpmaybe you would know
06:29:00zoomber_mbpis there a way for me to run the last say 20 commands on my server (Centos)?
06:29:00raptorsure
06:29:00raptoryou can run any number of commands on the commandline by putting '&&' between them
06:30:00zoomber_mbpi did a lot of "wgets", updated something, and that folder got deleted!
06:30:00raptorecho hello && echo hola
06:30:00zoomber_mbpwait, wha?
06:30:00zoomber_mbpi don't mean run more than one at a time
06:30:00zoomber_mbpi mean, how when you press UP, you can get history of your commands
06:31:00zoomber_mbpi just want to re-run that history to a certain point
06:31:00zoomber_mbptried looking it up, no answers
06:31:00raptortype in 'history'
06:31:00zoomber_mbpaaaah thankyou!
06:31:00raptorfind it?
06:31:00zoomber_mbpyeah
06:32:00raptoroh good
06:32:00zoomber_mbpwould be cool if i could somehow type in "run commands 888-850
06:32:00zoomber_mbpsomething like that
06:32:00zoomber_mbpi can edit out the numbers and just put semi-colons in-between them to run them all again, just longer
06:34:00zoomber_mbpif you get what i mean..
06:34:00raptori'm sure there is a way to pipe certain history ones...
06:34:00raptorlet me see
06:34:00zoomber_mbpthat would be great!
06:34:00raptorah ha!
06:34:00raptortype '!<historynumber>
06:35:00raptorso: !1000 for me is 'ls'
06:35:00zoomber_mbpok
06:35:00zoomber_mbpcan i type !1000-9980 ?
06:35:00raptornot sure...
06:37:00zoomber_mbpadvanced way to do it: make a script that counts up the numbers each time this command of ! has been placed
06:37:00zoomber_mbpi doubt thats possible
06:37:00zoomber_mbpmaybe
06:39:00zoomber_mbpoh crap, i did !75 instead of !775, did some ln command
06:39:00zoomber_mbpooops
06:40:00zoomber_mbpeh ok i ran them all manually, still be cool to find that sort of thing though
06:41:00raptoryeah, i can't seem to get '!' to work with a script..
06:41:00raptorsad
06:41:00zoomber_mbp:(
06:41:00zoomber_mbpnot even /bin/bash ! ?
06:42:00zoomber_mbpno wait
06:42:00zoomber_mbpwhat am i saying
06:42:00zoomber_mbpim a bit tired
06:42:00zoomber_mbpif you haven't noticed
06:43:00raptoryeah, the syntax is all goofy with that '!'
06:54:00zoomber_mbphmmmm
07:01:00BFLogBot - Commit c19e7f544ebd | Author: buckyballreaction | Log: Add a heartbeat to Core. What do you think? I used k's suggestion
07:07:00zoomber_mbp Quit (Quit: zoomber_mbp)
07:51:00BFLogBot - Commit 3bca293db7a7 | Author: buckyballreaction | Log: Broadcast messages when a Core is destroyed
07:51:00BFLogBot - Commit d87d902ba7c5 | Author: buckyballreaction | Log: Fix Core scoring
07:57:00Watusimoto has joined
08:01:00BFLogBot - Commit 50936a86389b | Author: watusim...@bitfighter.org | Log: Removed mPlayerName from ship (where it don't belong) only problem is now bot names are broke. will look at this tomorrow.
08:01:00BFLogBot - Commit 3b74123849af | Author: watusim...@bitfighter.org | Log: Merge
08:01:00raptorhey... what are you doing up?
08:02:00raptoroh my goodness it's 1am
08:03:00raptorWatusimoto: good morning
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15:35:00karamazovapyI'll be curious to see how that core sound effect works
15:36:00karamazovapymight be neat, but me hugely annoying
15:40:00karamazovapywow... *might be hugely annoying
15:52:00LordDVG Quit (Quit: mjuza, better way for listening to music: sf.net/projects/mjuza/)
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16:02:00raptori have to go to work, but i made a build for you karamazovapy: http://sam686.maxhushahn.com/upload/bitfighter-016-beta-core-heartbeat2.7z
16:02:00raptor Quit (Remote host closed the connection)
16:12:00karamazovapyFatal:\hg\bitfighter\zap\uigame.cpp:31... "How did this get to be NULL?"
16:14:00karamazovapythat sound effect is triggered with a weird frequency
16:16:00karamazovapyI think I prefer the non-rotating atom in the middle, but that's just me
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16:45:00raptorgood morning!
16:45:00watusimotohi
16:46:00raptorkaramazovapy: the frequency of the heartbeat occurs at 2000ms and speeds up to 500ms in proportion to the amount of health left on the Core
16:46:00raptorhi
16:46:00watusimotothe heartbeat... ?? wait, don't tell me
16:46:00watusimotocore, right?
16:46:00raptoryes
16:46:00watusimotobioCore
16:47:00raptortell me what you think
16:47:00watusimotoI'll check it this evening
16:47:00watusimotowhen I make my brave attemtpt to finish my Monday case :-)
16:47:00watusimotobefore falling asleep
16:47:00raptorit was an idea karamazovapy put forward (and he even provided the sound) and was simple enough to code in
16:49:00watusimotogood
16:52:00raptorwhat next do we need to do for Core?
16:53:00Watusimoto_ has joined
16:53:00raptorI made a big explosion and used the ship destroyed sound effect
16:53:00raptormaybe it should have its own..
16:53:00raptorbut i'm not very good with that sfxr tool
16:57:00watusimotoclick random!
16:57:00watusimototrial and error, mostly error
16:57:00raptoris that the secret?
16:57:00raptorok
16:57:00watusimotomy secret
16:58:00watusimotothe secret of failure
16:58:00watusimotomaybe we should turn some of the forums inhabitants onto it
16:58:00watusimotoI tried that once before with... 0 results
16:58:00raptorhahaha
16:58:00watusimotobut we have a new group now
17:00:00raptorodd - sfxr runs better in WINE than natively
17:05:00raptorok, got one: http://sam686.maxhushahn.com/upload/explosion1.wav
17:05:00raptorfor Core exploding
17:08:00raptoror maybe this: http://www.bfxr.net/?s=2%2C0.5%2C0.0582%2C0.4271%2C0.2783%2C0.9318%2C0.2086%2C0.5001%2C%2C-0.0003%2C-0.0003%2C0.6042%2C0.8593%2C0.1094%2C0.881%2C0.8811%2C-0.2859%2C0.7337%2C0.48%2C0.5458%2C0.732%2C-0.9957%2C0.3022%2C-0.7131%2C-0.9126%2C0.8304%2C0.7704%2C0.4245%2C%2C-0.8428%2C0.0404%2C-0.894%2CmasterVolume
17:08:00raptor:)
17:08:00raptorthis is a fun one, too: http://www.bfxr.net/?s=2%2C0.5%2C0.0582%2C0.4271%2C0.2783%2C0.9318%2C0.2086%2C0.5001%2C%2C-0.0003%2C-0.0003%2C0.6042%2C0.8593%2C0.1094%2C0.881%2C0.8811%2C-0.2859%2C0.7337%2C0.48%2C0.5458%2C0.732%2C-0.9957%2C0.3022%2C-0.7131%2C-0.9126%2C0.8304%2C0.7704%2C0.4245%2C%2C-0.8428%2C0.0404%2C-0.894%2CmasterVolume
17:19:00watusimotoI like first best for core explosion... am I too literal? later!
17:20:00raptorbye
17:22:00watusimoto Quit (Read error: Operation timed out)
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17:45:00karamazovapyraptor - the frequency of the sound on my machine was irregular
17:45:00raptorwhich frequency? the interval?
17:45:00karamazovapyI'd get two at the 2000ms interval, then nothing for about 6000 ms, then three more, then nothing for about 7000 ms
17:46:00raptorah, then that is my fault - bad math on my part
17:46:00karamazovapyyeah, it was without ever attacking it
17:47:00karamazovapythis is kind of a cool explosion: http://www.bfxr.net/?s=5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%2C0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-0.6509%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume
17:47:00raptori had to use a fudge factor to get it it hit on the beat
17:49:00karamazovapythis could be an interesting non-explosion powerdown sound if we did slowing to a stop instead of shrinking: 7,0.75,0.0086,0.8354,0.9196,0.0326,0.5525,0.4941,,-0.0784,0.0036,0.0042,0.5519,0.224,0.8828,0.166,-0.3663,0.3934,0.1464,0.597,0.2087,0.9585,,-0.8096,-0.2036,0.864,-0.2214,0.7731,0.1292,-0.7988,0.6102,-0.9999,masterVolume
17:50:00raptorcan you sen thtat link again?
17:50:00raptorsend
17:51:00karamazovapyaccidentally hit the "copy" button instead of "copy link"
17:51:00karamazovapyhttp://www.bfxr.net/?s=7%2C0.75%2C0.0086%2C0.8354%2C0.9196%2C0.0326%2C0.5525%2C0.4941%2C%2C-0.0784%2C0.0036%2C0.0042%2C0.5519%2C0.224%2C0.8828%2C0.166%2C-0.3663%2C0.3934%2C0.1464%2C0.597%2C0.2087%2C0.9585%2C%2C-0.8096%2C-0.2036%2C0.864%2C-0.2214%2C0.7731%2C0.1292%2C-0.7988%2C0.6102%2C-0.9999%2CmasterVolume
17:51:00raptorwhoa
17:54:00raptori think i like that explosion better - mine needed more bass
17:54:00karamazovapyhttp://www.bfxr.net/?s=7%2C0.5%2C0.2393%2C0.1805%2C0.3463%2C0.8495%2C0.5383%2C0.5835%2C%2C-0.2417%2C-0.0496%2C0.3922%2C0.0491%2C0.03%2C0.839%2C0.9396%2C0.5388%2C0.8677%2C0.1486%2C0.9398%2C0.4507%2C-0.9998%2C0.1493%2C-0.6453%2C-0.9946%2C0.9682%2C-0.1136%2C0.6498%2C0.0041%2C0.9742%2C0.4674%2C-0.5449%2CmasterVolume
17:54:00raptorman randomize has some goofy ones
17:55:00karamazovapytry this one in the mixer: http://www.bfxr.net/?s=-1%3E1%3E93%7C5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%2C0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-0.6509%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume%7C0%7C1%7Cfalse%3E135%7C7%2C0.5%2C0.2393%2C0.1805%2C0.3463%2C0.8495%2C0.5383%2C0.5835
17:55:00karamazovapy%2C%2C-0.2417%2C-0.0496%2C0.3922%2C0.0491%2C0.03%2C0.839%2C0.9396%2C0.5388%2C0.8677%2C0.1486%2C0.9398%2C0.4507%2C-0.9998%2C0.1493%2C-0.6453%2C-0.9946%2C0.9682%2C-0.1136%2C0.6498%2C0.0041%2C0.9742%2C0.4674%2C-0.5449%2CmasterVolume%7C0%7C1%7Cfalse%3E-1%7C%7C0%7C1%7Cfalse%3E-1%7C%7C0%7C1%7Cfalse%3E-1%7C%7C0%7C1%7Cfalse
17:55:00raptorwrong copy
17:55:00karamazovapyeh
17:56:00karamazovapyclick the first one, paste the second one at the end
17:56:00raptorah
17:56:00karamazovapythat's just how it pasted
17:57:00raptorthat mixer is cool
17:59:00raptorso you think those two together make a good explosion?
17:59:00karamazovapytry changing the volume slider next to Sound2 to .50
18:01:00raptorthe worbly one is your Sound2?
18:01:00karamazovapyyeah
18:01:00raptorthe problem is downmixing these to 11025Hz
18:02:00karamazovapyor try something like this -
18:02:00karamazovapyhttp://www.bfxr.net/?s=-1%3E1%3E137%7C5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%2C0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-0.6509%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume%7C0%7C1%7Cfalse%3E93%7C5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%2
18:02:00karamazovapyC0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-0.6509%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume%7C0.880634087687431%7C1%7Cfalse%3E93%7C5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%2C0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-0.650
18:02:00karamazovapy9%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume%7C1.8813546418776936%7C1%7Cfalse%3E135%7C7%2C0.5%2C0.2393%2C0.1805%2C0.3463%2C0.8495%2C0.5383%2C0.5835%2C%2C-0.2417%2C-0.0496%2C0.3922%2C0.0491%2C0.03%2C0.839%2C0.9396%2C0.5388%2C0.8677%2C0.1486%2C0.9398%2C0.4507%2C-0.9998%2C0.1493%2C-0.6453%2C-0.9946%2C0.9682%2C-0.1136%2C0.6498%2C0.0041%2C0.9742%2C0.4674%2C-0.5449%2CmasterVolume%7C0%7C1%7Cfalse
18:02:00karamazovapy%3E-1%7C%7C0%7C1%7Cfalse
18:02:00karamazovapylol
18:02:00raptorwoq
18:02:00raptorwow
18:03:00karamazovapyyou'd think they could shorten that by using one reference for the three otherwise identical samples
18:03:00raptori don't think i got what you got
18:03:00raptoryou have 5 there?
18:03:00karamazovapyI have 4
18:04:00raptorfirst three are the explosion in succession?
18:04:00karamazovapyyep
18:04:00karamazovapylast one is just the worbly one
18:04:00karamazovapyplaying at the start
18:06:00raptorthe triple explosion makes me want to code in 3 different bursts
18:07:00karamazovapythat could be cool
18:07:00karamazovapyit'd make cores seem more substantial
18:07:00raptornot sure how to time them properly...
18:07:00karamazovapytrial and error?
18:07:00karamazovapyooh - grab an online metronome and tap the speed of the explosions
18:08:00karamazovapyI'd guess they're about 700 ms apart, though
18:08:00karamazovapya little less
18:08:00karamazovapy600 maybe
18:09:00raptorwhat i need is the ability to introduce a delay
18:10:00raptor(in the code)
18:11:00karamazovapyah
18:11:00raptorwhich we don't really have - everything is triggered
18:11:00raptorooo, i have an idea..
18:16:00karamazovapyoff to a meeting - see ya
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20:38:00BFLogBot - Commit 707632c4dfe8 | Author: buckyballreaction | Log: Add framework for multiple explosions with CoreItem; also add in new Core explosion sound
20:41:00karamazovapyI think I like this minor modification to the previous explosion sound
20:43:00karamazovapyhttp://www.bfxr.net/?s=-1%3E1%3E140%7C5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%2C0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-0.6509%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume%7C0%7C1%7Cfalse%3E141%7C5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%
20:43:00karamazovapy2C0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-0.6509%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume%7C0.880634087687431%7C0.75%7Cfalse%3E141%7C5%2C0.5%2C0.3986%2C0.3944%2C0.8824%2C0.7269%2C0.9482%2C0.5007%2C%2C-0.1434%2C%2C0.1183%2C0.4415%2C0.342%2C0.9515%2C0.3454%2C-0.7486%2C0.6636%2C0.4026%2C0.5887%2C0.7642%2C0.4497%2C%2C-0.9954%2C-
20:43:00karamazovapy0.6509%2C0.8721%2C-0.393%2C0.1515%2C0.0017%2C0.6354%2C0.3299%2C-0.907%2CmasterVolume%7C1.8813546418776936%7C0.5%7Cfalse%3E142%7C7%2C0.5%2C0.2393%2C0.1805%2C0.3463%2C0.8495%2C0.5383%2C0.5835%2C%2C-0.2417%2C-0.0496%2C0.3922%2C0.0491%2C0.03%2C0.839%2C0.9396%2C0.5388%2C0.8677%2C0.1486%2C0.9398%2C0.4507%2C-0.9998%2C0.1493%2C-0.6453%2C-0.9946%2C0.9682%2C-0.1136%2C0.6498%2C0.0041%2C0.9742%2C0.4674%2C-0.5449%2CmasterVolume%7C0%7C0.
20:43:00karamazovapy5%7Cfalse%3E-1%7C%7C0%7C1%7Cfalse
20:44:00raptorthe problem i have is downmixing it to 11025Hz and still having it sound the same...
20:45:00karamazovapywhat sound did you go with?
20:45:00raptorso end sound needs to be 11025 8bit unsigned (or 16bit signed) PCM, Microsoft WAV format
20:46:00raptorafter downmixing the first one you use for that triple example, this is what I have: http://bitfighter.googlecode.com/hg/resource/sfx/core_explode.wav
20:46:00raptoror what I just committed
20:49:00karamazovapyhm...so it loses all the whoopydoopy
20:49:00raptoractually
20:49:00raptori didn't add that in yet
20:49:00raptorso I can time one effect with a graphic explosion
20:50:00raptorthe whoopdy doop i can put it, i just haven't yet
20:51:00raptorbut it's going to be 4 sound effect calls over 3 iterations:
20:51:00raptoriter 1: start whoopdydoo, explosion 1
20:51:00raptoriter 2: explosion 2
20:51:00Watusimoto_ has joined
20:51:00raptoriter 3: explosion 3
20:54:00LordDVG Quit (Ping timeout: 244 seconds)
20:56:00LordDVG has joined
20:57:00raptorif that makes sense
20:57:00karamazovapyI gotcha
20:57:00raptordid you use essentially the same explosion sound? just decreased the volume each time?
20:57:00karamazovapyyeah
20:57:00raptoroh good
20:57:00karamazovapyI decreased the whoopydoo sound a little overall, too
20:58:00raptorthen let me add in the whoopdy doo and i'll get you a build
20:59:00karamazovapyit hadn't occurred to me, but this is the first ever bitfighter-only gametype!
20:59:00raptorhaha yep
21:18:00raptorok, let's see how well this works..
21:19:00raptorworks well!
21:19:00raptorlet me get you a build
21:21:00raptorwait, let me see if i can fix the heartbeat first...
21:23:00BFLogBot - Commit 3e8cd526f613 | Author: buckyballreaction | Log: Make Core explosion have secondary sound effect; also reduce explosions over time
21:27:00raptorgood, this timer works better
21:28:00BFLogBot - Commit f2ed3a60a336 | Author: buckyballreaction | Log: Use a real timer for a CoreItem heartbeat
21:28:00raptorok karamazovapy, give me 5-10 min, and I'll get you a build
21:36:00raptorkaramazovapy: http://sam686.maxhushahn.com/upload/bitfighter-016-beta-newcoresounds.7z
21:36:00raptorenjoy
21:45:00LordDVG Quit (Ping timeout: 244 seconds)
21:47:00Watusimoto_wow those are some explosions!
21:47:00raptorhi Watusimoto_, did you just update to head? :)
21:47:00Watusimoto_about 3 mins ago
21:47:00raptorgreat!
21:48:00Watusimoto_I was a bit surprised!
21:48:00Watusimoto_3 explosions!
21:48:00raptorwith sound effects!
21:48:00Watusimoto_I like the heartbeat
21:48:00Watusimoto_though I kept wanting it to go faster
21:49:00raptorit will the more you damage the core
21:49:00Watusimoto_yes, but I kept feeling like I deserved more response
21:49:00raptorhaha
21:49:00Watusimoto_we should probably give off sparks when we shoot the core if we don;t already
21:49:00Watusimoto_maybe yellow sparks?
21:50:00raptori see sparks from the impact of the phaser
21:50:00Watusimoto_Maybe I should actually look :-)
21:50:00raptoryes!
21:50:00Watusimoto_I have to say I don;t really like the explosion sound
21:50:00Watusimoto_but it was a bold choice
21:51:00raptorwhich part? the wobbly part?
21:51:00raptoror the explosion part?
21:52:00Watusimoto_the tone part
21:52:00Watusimoto_didnt realize there were two parts!
21:53:00raptortone part?
21:53:00raptorthere's one part that is in sync with the bursts
21:53:00raptorand one that is worbly
21:53:00Watusimoto_the part that doesn;t sound like an explosion
21:53:00Watusimoto_probaly the worbly part
21:53:00Watusimoto_here's an idea
21:54:00raptorthis part?: http://www.bfxr.net/?s=7%2C0.5%2C0.2393%2C0.1805%2C0.3463%2C0.8495%2C0.5383%2C0.5835%2C%2C-0.2417%2C-0.0496%2C0.3922%2C0.0491%2C0.03%2C0.839%2C0.9396%2C0.5388%2C0.8677%2C0.1486%2C0.9398%2C0.4507%2C-0.9998%2C0.1493%2C-0.6453%2C-0.9946%2C0.9682%2C-0.1136%2C0.6498%2C0.0041%2C0.9742%2C0.4674%2C-0.5449%2CmasterVolume
21:54:00Watusimoto_what if instead of a triple explosion, there was a primary explosion, and then we created a bunch of bursts that were randomly flung out that then caused secondary explosions that did damage... kind of like exploding debris
21:55:00raptorsure
21:55:00Watusimoto_yes, that would be it :-)
21:55:00raptorcollateral damage
21:55:00Watusimoto_exactly
21:55:00Watusimoto_or, here's a radical idea
21:56:00Watusimoto_what if instead of the way we're thinking of damage, you had to shoot each of the 10 outer panels to destroy the core
21:56:00Watusimoto_if the thing were mounted in a wall, you might not be able to kill it until parts had rotated into view
21:56:00Watusimoto_or if each panel had hitpoints
21:57:00Watusimoto_and the thing didn't shrink
21:57:00Watusimoto_I like it big
21:57:00Watusimoto_(it's much bigger than what I had originally conceived, but it's great)
21:59:00raptorsounds much more complex than I had originally thought
21:59:00Watusimoto_more than I had thought too
21:59:00Watusimoto_it actually works about the way I had imagined it
22:03:00Watusimoto_so how do the hitpoints work now? I just tried one with 78 hitpoints, and it worked much the same as when it had 8
22:03:00raptorit is a F32
22:04:00raptorand is reduced by the same amount that any weapon does to a ship
22:04:00raptora ship is 1.0
22:04:00raptorso the default of 10.0 is 10 times a ship's health
22:04:00raptorwhich is about 5 phaser hits per 1.0
22:05:00raptortwo perfectly aimed burst
22:05:00raptorbursts
22:05:00raptorper 1.0
22:05:00Watusimoto_so what does the number I enter in the editor do?
22:06:00Watusimoto_is that a mulitplier of ship's health?
22:06:00raptorit's essentially a multiplier
22:06:00raptoryes exactly
22:10:00Watusimoto_comlexity aside, do you like the panel idea?
22:10:00Watusimoto_or do you think you prefer the size?
22:10:00Watusimoto_i.e the current system?
22:25:00raptorback
22:25:00raptorsorry - hacking a web server to return a different server name in the header...
22:25:00raptorhmmm... panels
22:25:00Watusimoto_no worries!
22:25:00raptorso each panel would have it's own health
22:26:00Watusimoto_it's an idea
22:27:00raptorand we would have no shrinking instead?
22:27:00Watusimoto_yes
22:28:00karamazovapywould you actually have to hit the panels, or would they just be the graphic expression of health?
22:29:00raptoryou could destroy 9 of the 10 and have the one still just rotating around
22:29:00raptori think that's what he means
22:29:00karamazovapyI don't like that increments in the editor are locked into 10s
22:29:00raptorI can change that back to 1, now that top is 1000
22:30:00raptoralso, Watusimoto_, do you like the spinning atom better?
22:31:00karamazovapyholy cow!
22:31:00karamazovapythat explosion was whoa!
22:32:00raptorgood old random numbers.. :)
22:32:00raptori'm kind of torn because this may be totally different from the feel of the rest of bitfighter...
22:33:00karamazovapythe woobly part of the sound is made weirder by the "touchdown" sound activating at the same time
22:33:00BFLogBot - Commit 0ea1058aad7f | Author: buckyballreaction | Log: Increment core health at 1
22:34:00karamazovapyI definitely think the woobly should be gone if the touchdown is going to play at each detonation
22:34:00karamazovapyand I would make the blast rings fade at about 1/2 screen size instead of full screen
22:35:00Watusimoto_you mean after your changes last night?
22:35:00Watusimoto_yes
22:35:00Watusimoto_definitely
22:36:00karamazovapyin a FFA version of core, the game doesn't end when all the cores are destroyed
22:36:00raptorFFA is goofy
22:36:00Watusimoto_ffa core?
22:36:00karamazovapyoh - and the regular version scoreboard is messed up
22:36:00raptorexplain
22:37:00karamazovapyit says the win score should be 0 [C/0]
22:37:00raptoryes
22:37:00raptorthat's right
22:37:00karamazovapybut your score decreases when your own cores are destroyed
22:37:00karamazovapyso it actually lists how many cores your own team has remaining
22:37:00raptoryes, that is a mask of the true score
22:37:00raptorbecause game over is when a certain score is reached
22:38:00raptorso in the code we start everyone off at negative
22:38:00raptorand they have to reach 0
22:38:00karamazovapyI get that part - that's not the issue
22:38:00raptorcan you show me in-game/
22:38:00raptor?
22:38:00karamazovapyoh! I figured out the way we're thinking of this differently
22:40:00raptorWatusimoto_: there seems to be a problem with in-game naming - k and I see each others names under the other ship
22:41:00Watusimoto_indeed there is
22:41:00Watusimoto_is it only bots that are wrong?
22:41:00karamazovapyraptor and I are reversed
22:41:00Watusimoto_crap
22:41:00Watusimoto_We currently store names on both the ships and on the clientInfos
22:42:00Watusimoto_one of the cases is to move the names off the ships; I'm trying to only use clientInfo to store names
22:42:00Watusimoto_but something is screweing up
22:42:00sam686 has joined
22:42:00ChanServ sets mode +v sam686
22:42:00Watusimoto_there is something really odd -- it appears all bots share a single clientInfo, and I have no idea why
22:42:00Watusimoto_ah, but I'll be sam686 knows!
22:42:00Watusimoto_hi sam
22:43:00Watusimoto_your timing is perfect!
22:43:00sam686hi
22:43:00Watusimoto_I'm trying to figure out something you may have written
22:44:00Watusimoto_in Robot:;setConnection(), we have the following line:
22:44:00Watusimoto_ gc->setClientInfo(mClientInfo); // Fixes Robots scoring problems. Do not want a GameConnection to hold a different ClientInfo
22:44:00Watusimoto_it seems we use the same clientInfo for all bots
22:44:00Watusimoto_do you know why we don;t use a different one for each bot?
22:44:00karamazovapyI also agree that I expect more change in the heartbeat rate sooner
22:45:00raptorso start time is 2 seconds and it descreases linearly with health
22:45:00sam686it is different mClientInfo for each robots, i think
22:45:00Watusimoto_I think acceleartion of heartbeat should be nonlinear
22:45:00karamazovapyI'm with ya
22:45:00raptorshould i change it to 4 seconds?
22:45:00Watusimoto_accelerating more at first, with rate of change slowing as item is more damaged
22:46:00Watusimoto_I think 2 secs is right
22:47:00Watusimoto_hold on sam, the comment may be misleading
22:47:00Watusimoto_we do create a new clientInfo in robot's constructor
22:48:00Watusimoto_but there's another comment stating we reuse them
22:48:00sam686as for mClientnfo, the problem is Robot class have a mClientInfo, so does GameConnection
22:48:00sam686i don't want both to be different, when Robot have GameConnection
22:49:00Watusimoto_ah, so you're saying one bot should have one clietnInfo, not two
22:50:00sam686yes, don't want a seperate mClientInfo...
22:50:00Watusimoto_and does gameConnection only exist for bots to hold the clientinfo ?
22:50:00sam686well, gameConnection exists for robots so the scoring and some others will work in game.
22:51:00Watusimoto_is there any reason we need mClientInfo on the bot itself?
22:51:00Watusimoto_I guess we need a place to store it before we create the connection
22:52:00raptorso should i remove the secondary core sound?
22:53:00sam686i guess mClientInfo could be removed from Robot, it is mostly unused it looks like...
22:53:00Watusimoto_@r I think so
22:54:00Watusimoto_@s, I was thinking of trying to put it only on the robot (and on ship) and having all the scoring and naming and such not look at the connection
22:54:00Watusimoto_I need to look at this when I'm less tired
22:56:00Watusimoto_a lot of what;s on the gameConnection could be on the clientInfo just as easily
22:56:00sam686well, robots keeps using the same object even after it dies, but not Ship (deletes old Ship, creates new Ship)
22:56:00raptori'll be back in about 2 hours
22:57:00Watusimoto_but the connection remains the same, even after ship dies
22:57:00Watusimoto_byr @r
22:57:00karamazovapyyeah, I think the secondary core sound should be gone if the touchdown sound is there
22:57:00raptorsomething to think about: the 'Core/0' score in the bottom is misleading
22:57:00raptorlater
22:57:00raptor Quit (Remote host closed the connection)
22:58:00Watusimoto_pasting some conversation from earlier if you didn;t see it
22:58:00Watusimoto_ gc->setClientInfo(mClientInfo); // Fixes Robots scoring problems. Do not want a GameConnection to hold a different ClientInfo
22:58:00Watusimoto_oops, not that
22:58:00BFLogBot - Commit bc5af4c5a5f3 | Author: buckyballreaction | Log: Disable Core explosion secondary sound; reduce blast radii'
22:59:00Watusimoto_what if instead of a triple explosion, there was a primary explosion, and then we created a bunch of bursts that were randomly flung out that then caused secondary explosions that did damage... kind of like exploding debris
22:59:00Watusimoto_sure
22:59:00Watusimoto_yes, that would be it :-)
22:59:00Watusimoto_collateral damage
22:59:00Watusimoto_exactly
22:59:00Watusimoto_or, here's a radical idea
22:59:00Watusimoto_what if instead of the way we're thinking of damage, you had to shoot each of the 10 outer panels to destroy the core
22:59:00Watusimoto_if the thing were mounted in a wall, you might not be able to kill it until parts had rotated into view
22:59:00Watusimoto_or if each panel had hitpoints
22:59:00Watusimoto_and the thing didn't shrink
22:59:00Watusimoto_I like it big
22:59:00Watusimoto_(it's much bigger than what I had originally conceived, but it's great)
23:00:00Watusimoto_sam, if the clientInfo was stored on the connection on ships, but a pointer was added to the ship when it was created, we could always access clientInfo through the ship
23:00:00Watusimoto_then we could get rid of the connection on the robots
23:01:00Watusimoto_on bots, the clientInfo could be persistent because robots are persistent
23:02:00sam686ok, i guess that will work for ClientInfo
23:02:00Watusimoto_ok, I'm falling asleep. I'll read this chatlog tomorrow, so feel free to add anything for me
23:02:00sam686ok
23:03:00Watusimoto_I'll say it again, you guys did a great job with the cores!
23:03:00Watusimoto_night!
23:08:00Watusimoto_ Quit (Ping timeout: 252 seconds)
23:17:00koda has joined

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