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IRC Log for 2012-01-26

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00:00:15CrazyLinuxNerd is now known as Guest58058
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01:50:21karamazovapy(thicker and thinner, yes)
01:51:02karamazovapyalthough I also used enter a lot for initial menus, since I could hit it without looking
02:27:54sam686is this an OK change? http://sam686.maxhushahn.com:8000/hg.php/rev/46025bc98e1a
02:27:55sam686mostly, seperate parts of Object, for use with SafePtr with SafePtrData instead of Object
02:28:42raptorhi sam686
02:28:45sam686there is "lass ClientInfo : public Object", which can be changed together with the changes i made.
02:28:50raptorweren't we going to wait until after 016
02:28:51raptor?
02:29:19sam686don't know..
02:29:25sam686when will 016 come out?
02:29:33raptori think easily within a week
02:29:43raptorthe editor is almost done
02:29:56raptorand we only have minor things left
02:30:15CrazyLinuxNerdyay it's almost xmas :p :-D
02:30:16sam686the changes i made doesn't hardly affect zap/ files (just one line in zap/)
02:31:41sam686and, it equally works just as well, with no problems, with my changes..
02:31:58raptorlooking at the rev..
02:32:01sam686maybe it works better with my changes, i guess.
02:33:10raptorwhat will work better?
02:33:30sam686it was one of complaint from watusimoto, "Object" class have some network functions..
02:34:04sam686now it is seperate, i can just use "class ClientInfo : public SafePtrData"
02:34:47sam686as, ClientInfo need to make use of SafePtr to prevent dead non-null pointers..
02:38:57raptorit looks pretty good - but are you sure there won't be other issues, like memory problems?
02:39:36sam686Object is part of SafePtrData and RefPtrData, so there shouldn't be any problems, i tested it.
02:41:03raptorok, let me pull it and lets test over th network
02:41:56sam686hg pull <URL> --rev 46025bc98e1a
02:44:21raptorcompiling...
02:45:41sam686better yet, you can keep using the existing "016 test server on master" or "sam test"
02:46:09raptoroh yeah?
02:46:31sam686yes, it doesn't change the netowork stuff
02:48:10raptorok one moment - i have to take care of sometyhing...
02:52:47raptorok, i'm on 016 master
02:57:55raptorgot a crash from adding bots, you?
02:58:31raptorah, it's that assert... i don't think the TNLAssert works correctly with OR ||
02:58:35sam686"We need a clientInfo for this ship!", but i think that problem exists without my latest changes..
02:58:56raptoryes - is it actually a problem? or just an assert problem?
02:59:18sam686most likely, loading a level "Distraction Curve" having a "Ship" line in them
02:59:49raptorthen we should remove that assert?
03:00:03sam686you can try temperory disable that assert, maybe comment it out.
03:00:21raptorexcept that distraction curve isn't on the server...
03:02:04sam686so, it started only be adding bots?
03:03:32sam686it could be possible that the client hits an "Ship::unpackUpdate" first, then GameType, s2cAddClient
03:05:00sam686I may have found a new problem, in nexus, kicking bots leave a flag behind, where flag is NOT MOVING
03:05:57raptor Quit (Read error: Operation timed out)
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03:11:41raptorok back - wireless cut out
03:11:48raptori found a crash in your revision
03:12:08raptorin the editor - open ctf3 and copy and paste the whole level: http://pastie.org/3254028
03:12:16raptorit doesn't crash with the latest from google code
03:12:34sam686does that problem exist, without my changes, or no?
03:12:48raptorit doesn't exist without your changes
03:13:38sam686not sure, i aren't getting a crash yet, let me try CTF3
03:14:32sam686paste the whole level is slow...
03:14:45raptori tested the revision right before yours; it had no crash
03:16:14sam686can you get it to crash again?
03:16:27raptorok, let me recompile
03:17:15sam686now it unfreezes after several minutes waiting for that thing to paste..
03:17:28sam686it pasted the whole level with no crash
03:17:52sam686it undo without a crash either..
03:17:59raptorand you did a full recompile with yoru revision?
03:18:06sam686yes..
03:18:17raptoryep, segfault again
03:18:41raptorsame stacktrace
03:20:21sam686i don't know whats the problem, could be a problem with your linux's shared_ptr ?
03:20:40raptorit sure could be
03:21:32sam686we have ran into that, mostly the same, backtrace, with undo crash error
03:22:43sam686but, why is your backtrace calling a pointer of #0 0x0000000000000000 in ?? ()
03:28:39sam686ctrl + shift + Z in editor (redo) crashes
03:28:46sam686or freezes
03:32:10sam686can you, maybe, add a printf("GridDatabase %p \n", this); in both contructor of gridDB.cpp line 44, and printf("~GridDatabase %p \n", this); in line 66 ?
03:32:15sam686then crash it again?
03:34:06sam686for me, copy and paste once (after entering editor the first time) does not delete nothing...
03:37:25sam686oh... i had a broken copy constructor
03:38:00sam686tnlNetBase.h line 361, should be RefPtrData(const RefPtrData /* NOT OBJECT */ &copy) {mRefCount = 0;}
03:38:33sam686and line 391: SafePtrData(const SafePtrData &copy) {mFirstObjectRef = NULL;} // again, not Object
03:46:21sam686there we go, http://sam686.maxhushahn.com:8000/hg.php/rev/37f0c5a5661f this revision is better, with a more correct copy constructors
03:47:06sam686raptor, test it, hopefully, no editor errors on this revision, with fixed copy constructors..
03:51:47raptorok sorry, we had some people show up at the door
03:51:50raptori will test now...
03:52:00sam686ok
03:53:17raptorcompiling..
03:55:23raptorit works!
03:55:27raptori did lots of stress-testing
03:55:45raptorjust curious - what advantages will this change have?
03:56:48sam686the advantage is, we can use class ClientInfo : public SafePtrData, which may take up slightly less memory, to make SafePtr work
03:58:44sam686it can be useful when, we ever start to use more of SafePtr or RefPtr (use RefPtrData for that)
03:59:08raptoryeah looks good
03:59:17raptordid more testing
03:59:17sam686ok to push that changes?
03:59:27raptoryeah i think so
03:59:32sam686ok
03:59:43raptoralso, you found another bug with shipUnpack?
04:00:57sam686it could be possible that the client hits an "Ship::unpackUpdate" first, then GameType, s2cAddClient
04:01:30sam686when, robots or players join
04:02:21sam686there, i had to rebase, then i pushed my latest changes
04:02:28raptorok
04:03:11BFLogBot - Commit 0a7d48a66a09 | Author: sam8641 | Log: Seperate some parts of Object into seperate class, for use with SafePtr
04:22:16raptorhey karamazovapy, you around?
04:23:19raptorsam686: what happens when you do ctrl + ; (ctrl semicolon) in the editor and 'run plugin'?
04:25:04sam686it says, could not find the plugin called draw_arc.lua
04:25:25raptorah, well add that plugin
04:25:39raptorit's in resource/editor_plugins
04:25:45raptorthen try agian
04:27:09sam686ok, seems to work now...
04:27:56sam686but, 64 points doesn't work, it only does 62 points instead
04:28:20sam686or 63 points..
04:29:55raptori get a segafult
04:31:00sam686segfault?
04:31:06raptorhah, yeah
04:31:21raptortry running it but without makeing changes to the default
04:32:14sam686still no crash...
04:32:27raptorthis is my stacktrace: http://pastie.org/3254291
04:32:36raptormaybe run after undo?
04:33:30sam686will it help to copy resource/scripts into exe/scripts (and copy editor_plugins too)
04:33:48raptorlet me try putting it into 'scripts'
04:34:38raptoryeah, only happens after undo
04:34:59sam686now it crash on me..
04:37:44sam686trying to read "(GridDatabase *) database" address 0xFDFDFDFD... bad pointer...
04:45:02raptorkaramazovapy: added back in the number pad for editor
04:48:17BFLogBot - Commit 3b6f97d2db81 | Author: buckyballreaction | Log: Make number pad useful in editor again
05:00:37raptori think the crash has something to do with the wrong database being passed around again..
05:07:50sam686i think i found a cheap way to fix the problem, by adding only 2 lines of code in UIEditor.cpp
05:07:56raptorreally?
05:08:04raptori've been playing with mLoadTarget...
05:08:09raptori think i'm on the wrong path
05:11:38raptorha!
05:11:41raptori was on the right path
05:12:16sam686saw my revision i pushed 2 minutes ago?
05:12:21raptoryep :)
05:12:25raptorgood thinking
05:13:20BFLogBot - Commit ca057c06fc7e | Author: sam8641 | Log: A tiny change to UIEditor.cpp, to fix undo, then LUA plugin run error.
05:14:26raptorgreat! more solid
05:15:42raptorshould we do more play testing?
05:16:05raptorcan you host one of those dungeons - they seem to make good stress testing levels
05:22:02raptorhey sam686, join your server
05:22:22sam686ok
05:54:13sam686There is "Worm" and "Circle", maybe add that to test object suite.
05:54:33raptorhit that segfault again
05:55:00raptor "We need a clientInfo for this ship!"
05:56:26raptorwow, i lost 2 revisions of changes...
05:57:45sam686lost your changes, or a changes that is easily pulled?
05:57:56raptornot easily pulled
05:57:58raptor:(
05:58:29sam686what was you doing, trying to rebase or what?
05:58:48raptorthese were revisions in december
05:58:59raptorone of the merges lost all the changes
05:59:19sam686was that from my very old revisions?
05:59:39raptorno.. it was watusimoto who must have forced a merge
05:59:39sam686or yours?
05:59:45raptormy changes
05:59:56sam686ok..
06:00:02raptori think one of his forced merges lost my loadout recharge changes
06:00:45sam686so, i guess you happen to never pushed your changes of loadout zone extra energy?
06:00:59raptori did push them
06:01:12raptoroh, not yet tonight
06:01:28sam686forced merges doesn't lose any changes at all, or shouldn't
06:01:40raptoryeah, but it did
06:02:07sam686but, it may leave behind multiple not merged heads..
06:02:40sam686i am probably guessing you thought you pushed, but the push failed?
06:03:42raptorthis was one of the revisions i partly lost: 09a9741de69c
06:04:37sam686haha, i end up google search this: http://www.google.com/search?q=09a9741de69c
06:05:01raptormy clone popped up first??
06:07:40raptorok, i think i got most of it back..
06:11:14raptorthere we go, fixed
06:12:09raptorha! you added a worm an circle
06:12:51raptori don't think we should let people know about Circle and Worm... they're too experimental
06:13:29BFLogBot - Commit c66459c92155 | Author: buckyballreaction | Log: Return the ability to recharge faster in loadout zone - lost due to (accidental?) removal in 6001f03a178f, and subsequent merge in 46a5d8087d53
06:24:00sam686i will go to bed
06:24:08raptorme too, good night
06:41:36karamazovapy Quit (Ping timeout: 240 seconds)
07:33:38BFLogBot - Commit 541abda01143 | Author: buckyballreaction | Log: Update release notes with most of my changes since 015a
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14:47:17LoneWolfyWhats a FISH key?
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14:52:36karamazovapyFirst I Should Hit key
14:52:47raptorgood morning!
14:53:04karamazovapyeh
14:54:11karamazovapythat's ey, or A, for any of you who haven't spent significant time around canadians
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15:01:27watusimotohi bye
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15:30:01raptorgood day!
15:31:13raptorso i finally updated the release notes
15:34:22watusimotohi
15:34:23watusimotoI saw
15:34:27raptorhi
15:34:36raptori came
15:34:39watusimotoit's going to be a pain to wrangle all that into a coherent document
15:34:46raptori ate breakfast?
15:34:56raptoryesh
15:34:59watusimotodon't share
15:35:59raptori tried to divide it up - maybe we need more categories?
15:36:46raptorNew / Changed / Fixed
15:36:55watusimotomaybe Editor
15:37:03watusimotoand Scripting
15:37:08raptorGameplay
15:37:09watusimotoor Bots & Levelgens
15:37:25raptori like 'Bots & Levelgens'
15:37:25watusimotodepends on what's there, but that's usually how I structure it
15:38:02watusimotowe also probably need some preamble about how we've gone to sdl, rewritten big things, set the stage for future work, etc.
15:38:16watusimotoand I usually have a few headliner features, such as new game type
15:38:18raptoryeah - my one line didn't do it justice
15:38:38watusimotowell don't sweat it; we'll get it figured out
15:38:40raptorshould I go through all of yours and sam686's commits as well?
15:41:04watusimotoMy commits are pretty well documented; maybe look through sam's
15:41:36watusimotomaybe we should throw all this into a google doc or something where we can collaboratively edit
15:43:45raptorwe have the wiki
15:45:13raptori see you saw sam's commit with TNL::Object
15:46:05raptorhe said he did it for you - to reduce the memory overhead of Object
15:46:38raptorI tried to stop him at first - but after thorough testing I capitulated :)
15:46:56raptorI'm still not sure what exactly the gain is
15:47:22raptorsam686? I already forgot why you made that change to TNL::Object
15:47:47watusimotoah yes, the wiki!
15:48:13raptorwant me to just past the whole lot in the wiki?
15:48:16raptorpasate
15:48:18raptorpaste
15:48:18watusimotosure
15:49:36BFLogBot - Commit fe410aac6141 | Author: buckyballreaction | Log: Do no allow changing of score in Core game type
15:49:50raptortada!: http://bitfighter.org/wiki/index.php?title=Release_Notes_016
15:50:55raptorthis looks funny: game->getGameType()->getGameType() == CoreGame
15:59:05watusimotoMaybe that inner one should be renamed to getId() or something
15:59:11watusimotogetGameTypeId()
15:59:18watusimotomaybe getId()
15:59:23raptorgetGameTypeType()
15:59:26raptor:)
15:59:32watusimotogetTypeOfGameType()
15:59:59raptorI could change the enum to be GameTypeId instead of GameTypes
16:07:17watusimotosure, that sounds good
16:07:21watusimotoanything to reduce confusion
16:09:39BFLogBot - Commit 1a3408e789d6 | Author: buckyballreaction | Log: Rename GameTypes to GameTypeId to be more clear
17:17:30watusimoto Quit (Read error: Operation timed out)
17:26:15karamazovapyI think there should be a BIG CHANGES section that highlights the stuff players will/should notice right away
17:26:58karamazovapythere are several really big, headline-type changes
17:27:19sam686small release note problem, double recharge if not moving in a loadout zone... sounds mis leading to some people, if you don't move in Loadout Zone, then you might not be in the Loadout Zone to begin with...
17:27:35raptorsam, you may change it
17:27:44sam686ok
17:28:13karamazovapyshould there be a pre-release thread in the Announcements section that advertises some of the features to get people excited for 016?
17:28:14raptorI started a Major changes list at the top here; I just pulled from the rest of the list: http://bitfighter.org/wiki/index.php?title=Release_Notes_016
17:29:11karamazovapyshould major changes be moved, or just copied from the new features?
17:30:50raptoranything is good
17:31:13raptorI invite you to adjust the list as well karamazovapy :)
17:31:20raptor(mostly because I'm really busy at work...)
17:35:14raptoralso, sam686, I haven't gone through your revisions yet for fixes/features
17:35:18karamazovapyI'm going to rewrite this as a more readable document and if you folks like it, you can use it
17:35:28raptorsure
17:37:03sam686oh, teleporter delay option is not in editor yet... But you can go test it on my server (level "zzz teleport delay test"
17:39:10sam686http://sam686.maxhushahn.com/bitfighter/levels/zzzz88.level That is a level with different teleporter delay.
17:39:31raptorwait what?
17:39:34raptorwhen was that added?
17:40:01sam686a long long time ago, added by me, but it is not yet on the editor as an option attribute to edit..
17:40:18sam686after 015a, thats for sure
17:40:51raptori just went through every one of my revisions since 015a and added to the list
17:41:03raptori'm sure there's lots that you've done, too, sam686
17:47:46sam686Reduced network load by convert objects from a 32-bit mask to an 8-bit type number... I don't think it ever reduce network load, because TypeMask (now TypeNumber) is never sent through netowork (or i don't see where the TypeNumber is sent)
17:48:15raptorreally? i thought it was
17:48:27raptorwell, if not, then you can adjust that line
17:48:54sam686instead, TypeNumber is simply set by constructor, for each class, never needs to be sent through network.
17:48:58raptormaybe to: "Allow for more than 32 different game objects"
17:49:05sam686ok
17:49:06raptorah
17:55:41karamazovapyI've instated my own organizational scheme, categorizing changes into Gameplay, Client, Editor, Hosting, Bots & Scripting, and Bugs
17:57:04raptorooo great!
17:59:40karamazovapyso teleporter delay won't be in 016?
18:00:08raptori don't even remember discussing that as a good feature to add
18:02:06karamazovapyI think it's an interesting idea, but I'd never thought about it
18:06:46Zoomber Quit (Ping timeout: 255 seconds)
18:10:16raptoryou could use them to 'hide' breifly
18:10:28raptorput several on top of each other with varying delays...
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18:27:39karamazovapyI submitted my reorganized list of updates, but I just pasted it above the old list
18:27:45raptorok
18:30:38raptordid you not touch the bug list?
18:33:00karamazovapyI distributed all the items into Gameplay/Client/Editor/Hosting/Bugs & Scripting
18:34:18raptorah ok
18:35:07karamazovapyeverything seemed to fit relatively well into one of those five categories
18:36:17karamazovapymost players will be interested in the gameplay fixes and the first few client items, but not much beyond that
18:36:30raptori agree
18:36:36raptori'm going to make a quick change...
18:36:47karamazovapyI already made a couple little item switches
18:36:59karamazovapybut I'm not editing anymore, so you're free
18:38:09karamazovapy016 is a huge update
18:38:22karamazovapyI hadn't realized the scope until I went through the list
18:38:43raptorwe need to narrow it down to like 5-8 items to post on gaming sites
18:39:51karamazovapycore, loadout presets, sensor, spawn shield, soccer pickup/inertia, energy recharge, engineer fix, triple/bouncer tweaks are all big
18:40:33karamazovapyalthough you could lump sensor/engineer/triple/bouncer as "weapon and module upgrades"
18:40:49raptoryes, that's good
18:41:05karamazovapyI'd add voice chat to the list
18:41:20karamazovapyscreenshots fixed
18:41:42karamazovapyif we're advertising the update
18:44:22raptorOK: http://bitfighter.org/wiki/index.php?title=Release_Notes_016
18:44:27raptorstarted a short list
18:44:57raptorSDL migration needs to be mentioned because it will significantly change the way people compile on linux
18:45:18raptorin fact it should probably be expounded upon..
18:45:32karamazovapyyeah, that's true. windows and mac users don't understand it, though.
18:46:01raptoryes
18:46:24raptori've never actually tested loadout saving...
18:46:33karamazovapyshould probably test it
18:46:44raptorin fact, i didn't know it was coded..
18:46:50karamazovapyneither did I!
18:48:14raptorit works!
18:48:16raptorgreat!
18:48:42raptornote that it saves what you are currently carrying, not what you want to change to
18:52:17karamazovapybut you could put whatever you wanted into the INI
18:52:33karamazovapyyou still have to hit a loadout zone, right?
18:53:12karamazovapyI think the next evolution of that is allowing a custom default
18:53:28raptoryes, you have to hit loadout zone
18:53:46raptornext step that watusimoto wants to do is start a level with your favorite default
18:53:53karamazovapyyep
18:54:14karamazovapythat won't break compatibility, will it?
18:56:49raptornot sure
18:56:52raptori doubt it
18:57:15raptorwe already have the network capability to set the loadout - we'd just have to add an extra action at the start of a level
19:00:08raptorhowever, watusimoto did start adding 'badges' - these will break compatibility, i think
19:26:32karamazovapyare the stinkin'badges the achievement-ish system?
19:26:40raptoryes
19:26:56LoneWolfyAchivements?
19:27:00LoneWolfy:D
19:27:05karamazovapyis he doing big, long-term accomplishments, or the killing-spree type?
19:27:11raptorthere are no acheivements yet!
19:27:26raptori think he's thinking a little of both
19:27:44karamazovapyLoneWolfy - if you want to jump up and down over what you're going to get in about a week, click this > http://bitfighter.org/wiki/index.php?title=Release_Notes_016
19:28:02raptorbut I have no idea how he thinks to show them...
19:28:14LoneWolfyOk cool
19:28:27LoneWolfyI have an achievment idea
19:28:34raptorfor now, he only has these badges: http://code.google.com/p/bitfighter/source/browse/zap/SharedConstants.h
19:28:34karamazovapyjes?
19:28:43raptorand they don't do anything
19:29:02LoneWolfy"Big Battler" participate in a Big Bitfighter Battle
19:29:11karamazovapyhuh. yeah, I wonder how that will work.
19:29:47raptoractually looks like badge addition up to 32 won't break compatibility
19:29:57karamazovapyI think I've earned those ones already
19:30:09raptorhaha
19:30:58karamazovapymaybe your badges pop up next to you when you fly over a BadgeZone
19:30:59karamazovapylol
19:31:09raptorha!
19:31:44karamazovapyor when you type in !badges
19:32:23karamazovapyunless there's some kind of forum tie-in, I'm not sure I get it
19:32:51raptoryeah i don't know yet - maybe simple rendering changes in game for some of them
19:32:58karamazovapyI didn't see a hall of fame/record board update listed in the 016 release notes, so it's not tied to that
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19:34:01karamazovapya long time ago, he prompted users to create some test icons in a tiny 12x12 pixel box or something
19:34:17karamazovapyhe liked the idea of having a badge-type-thing by your username
19:34:29karamazovapyI guess you could select one of your badges to be kind of a player icon
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19:34:44raptorinteresting
19:34:59raptoryes, i could see that working..
19:35:14karamazovapyhe didn't like anything we came up with, but was impressed by the diversity of ideas
19:37:56raptori could see little vector graphics next to names working
19:38:05raptoras lonk as they weren't too intrusive
19:38:09raptor*long
19:38:58karamazovapyI'm trying to see if that old thread was on these forums or on the invisionfrees
19:44:52karamazovapythe wayback machine server with the zetaboards seems to be down
19:45:50raptorwe should do map analysis
19:48:39karamazovapyhow so?
19:48:47raptorhere are our levels: http://pastie.org/3258437
19:49:08karamazovapyoh - gotcha
19:49:29raptorwe need to replace some - watusimoto wants some levels that are smaller for better 1 on 1 play with friends
19:49:58raptorand he wants GeoWar removed
19:50:26raptorI want Elmer's revenge removed or updated to a higher score
19:50:29karamazovapyI kind of got the impression he wanted some levels created with single player-bot and small sided games in mind
19:51:05raptoryes - i guess that's more like what he said
19:52:02karamazovapyit sounded like he wanted to remove all the "classic" maps and keep them hosted publicly for nostalgia
19:52:19raptororiginal zap! levels?
19:52:23karamazovapyyeah
19:52:39raptori must have not been paying attention in that conversation that much...
19:52:44raptorwhat else did he say?
19:54:00karamazovapy has left
19:54:04karamazovapy has joined
19:55:22karamazovapyconversation starts at the bottom of this page > http://199.192.229.168/irclogs/index.php?date=2012-01-24
19:55:42karamazovapyconcludes at the top of this page > http://199.192.229.168/irclogs/index.php?date=2012-01-25
19:56:31raptorah ok, it was short enough
19:56:37karamazovapyyep
19:57:11karamazovapybut it sounds like he's in favor of scrapping all the zap! maps and geowar, and taking a different direction
19:58:51karamazovapyif the new-user experience is a priority, I think a coded tutorial is necessary, for one
19:59:55karamazovapybut I think we need at least one level of every game type to demostrate the gameplay well and allow users to host a small party without downloading anything additional
20:00:29karamazovapyso that means including hold the flag and core maps that aren't currently bundled
20:05:51raptorah HTF
20:05:54raptorforgot about that, yes
20:06:24raptorok updated again with more level info: http://pastie.org/3258437
20:06:45raptorargh!
20:06:58raptorlevel credits didn't actually get in...
20:10:26raptorok updated again: http://pastie.org/3258437
20:10:51raptorsooo.. scrap everything but mazeracer
20:11:17karamazovapyyeah, if he wants to keep mazeracer
20:11:22karamazovapylol
20:11:32raptorI think he would - it's good for showing a levelgen
20:11:44karamazovapyI was just teasing
20:12:08raptorso i don't know from where we should pull other maps
20:12:33raptoryour Core maps would be a good addition - probably Core03
20:12:48karamazovapywell the debate is between pulling existing maps or making new ones
20:14:06raptorexisting maps mean contacting people for permission... new ones mean creation time
20:14:38karamazovapyI'm not sure we need to worry too much about permission if they're posted on the forums
20:14:48karamazovapyof course, we could have an 016 map creation contest
20:14:56karamazovapy*016a
20:16:03raptorgeowar should be redone with like 50 polywalls instead of 100000000 barriers
20:16:52raptor501 barriers..
20:26:19karamazovapyif someone gave me a checklist of what we wanted out of a sample level pack, I could throw them together pretty quickly and we'd end up with something that fit our needs better than a hodgepodge assembly
20:26:30LoneWolfy Quit (Remote host closed the connection)
20:27:13raptorI'd say:
20:27:20raptor1. one of each gametype
20:27:39sam686my levelgen is good for, mostly bitmatch.
20:27:44raptor2. Smaller maps
20:27:53raptor3. a script example (mazeracer is probably fine)
20:28:17raptor4. bot work OK on the maps (i.e. no teleporting on top of walls)
20:29:19karamazovapyhow many should have engineer, how many should have auto-repair turrets or forcefields, how many should have asteroid spawns, how many should have teleports, how many should have gofasts, how many of those should have snapping enabled, how many should be FFA, how many should have more than two teams...
20:29:41karamazovapywe can talk in terms of "half" or "a couple"
20:29:56karamazovapyor "most"
20:30:11karamazovapyor "one"
20:30:34karamazovapyoh - also, flagspawns
20:30:46karamazovapymultiple destination teleports
20:31:17sam686none of stock maps have multi destination teleports
20:31:28karamazovapythey didn't exist when the stock maps were created
20:31:37karamazovapysame with engineer and auto repair
20:31:58sam686none of stock maps have gofast (SpeedZone)
20:32:14sam686none of stock maps have asteroids (i don't think)
20:32:15karamazovapythey did
20:32:17raptorhmmm... so this is a good chance to show off bitfighter as opposed to zap
20:32:20karamazovapy(have gofasts)
20:32:38karamazovapyI think the level pack should show off the primary gameplay mechanics
20:32:52sam686none of stock maps have gofasts, in Bitfighter., which maps have gofast??
20:33:18karamazovapygofasts were developed after the initial zap! demo, but the release we all played had them
20:33:33karamazovapyso the versions watusimoto accessed are missing them
20:33:48raptoryes, that was a cloned feature
20:34:18sam686oh, and none of stock maps have TextItem or LineItem
20:34:46raptorI think Core03 is a good example of engineer
20:34:52karamazovapygalaxy crossover should have them
20:35:09karamazovapy(gofasts)
20:35:22karamazovapyI don't know if text and line items are important
20:35:30karamazovapybut we might include testitems
20:35:43raptorso what is the history of a TestItem?
20:35:51raptorand why is it named like that?
20:35:55karamazovapyit was a test
20:36:07raptorwas it going to be removed but became a permanent part?
20:36:12karamazovapymore or less
20:36:23karamazovapyit was never officially mentioned, but people found it in the code and started using it
20:36:46sam686There is "TestItem" in stock level, ctf1.level
20:37:12karamazovapyand in Intermission
20:37:57karamazovapyresourceitems were similar, since engineer was never officially released
20:38:11sam686intermission time limit might be too short?
20:38:37raptornah - intermission is great!
20:39:12karamazovapythat's another question, though, do we want to include the team variants of rabbit, nexus, and bitmatch?
20:39:18karamazovapyI'm assuming no
20:39:37sam686stock maps don't have team rabbit, team bitmatch, team nexus
20:39:56raptorprobably not - i'm not even sure they work still, actually...
20:40:04karamazovapywe're discussing getting rid of all the current "stock" maps except mazeracer and starting over
20:40:29karamazovapyso the status quo doesn't matter much
20:40:48raptori consider everything broken unless i've played it in the last week
20:41:00sam686most of stock maps seems to be too big for small number of players we have.
20:41:26karamazovapythat's one of the big reasons we're talking about choosing/building a new set
20:41:30raptorsam686: yes, we are starting over with maps
20:42:32sam686but then, there is sometimes a group of 20 people that show up on bitfighter at the same time, maybe coming from a computer lab..
20:42:53raptorso maybe leave in a larger map?
20:43:17raptor1 small / 1 medium? Also a lot of people have their own maps, to which these would just be added
20:43:27raptor(per gametype)
20:43:45sam686probably can set a min players limit for big maps
20:44:16karamazovapyI'm just going to make a set of one map per gametype and then if we like them, we can adjust and use them.
20:44:41LordDVG Quit (Remote host closed the connection)
20:45:29raptorgreat!
20:52:35LoneWolfy has joined
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21:10:57karamazovapyI've had a couple editor crashes when using the delete key to remove barriers
21:12:09raptornoooo
21:12:17raptorok, let me get you the latest build.../
21:12:46raptoris there an easy way to dupe?
21:23:07raptorhere you go karamazovapy: http://sam686.maxhushahn.com/upload/bitfighter-016-RC1.7z
21:23:26raptorcrashes are always critical
21:32:55karamazovapyI've got a really basic soccer level, but it should play pretty well
21:47:25karamazovapymade a bitmatch
21:47:34karamazovapyso that's 3/9
21:53:41raptorwho is jonathan hansen?
21:54:13raptorhe's in the credits
21:59:51BlackBird has joined
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22:03:42karamazovapygot a rabbit level
22:04:10raptoryay
22:04:20karamazovapyjonathan hansen is...
22:04:21raptorhow is the crashing? (are you using the new binary?)
22:05:03karamazovapyI want to say that's bobdaduck? don't remember.
22:05:39BlackBird Quit (Quit: Page closed)
22:06:13raptorah, yes it is, according to the forum profile
22:06:48karamazovapycrashing isn't so bad - but I haven't put the new binary on my lappy yet
22:07:01raptorah ok
22:10:03karamazovapycare to see the new additions?
22:10:39BFLogBot - Commit cd55b007f56e | Author: sam8641 | Log: Fix player join while teleporter is in a middle of long delay, added mConnectionVersion so it may be easier for client / server compatibility of future versions of 016
22:10:58raptoryes, but not at the moment... i'm a bit busy at work
22:13:39LoneWolfy Quit (Remote host closed the connection)
22:13:55LoneWolfy has joined
22:17:14Watusimoto has joined
22:22:08raptorhi Watusimoto
22:22:17Watusimotohola
22:22:24raptorkaramazovapy made our list nicer: http://bitfighter.org/wiki/index.php?title=Release_Notes_016
22:22:43raptorthe top part is just pieces from the rest
22:22:50raptori threw it together
22:22:55Watusimotogreat
22:23:00raptorso changes are welcome
22:23:22Watusimotohi sam -- can you you briefly explain what your teleporter fix does?
22:23:43raptorWatusimoto: does <Tab> complete names in your IRC client?
22:23:58Watusimotoraptor: appaerntly so
22:24:04raptor:)
22:24:36Watusimotohi sam686 -- can you you briefly explain what your teleporter fix does?
22:24:39Watusimotolike that?
22:24:41raptorhehe
22:24:44raptoryep
22:24:51Watusimotouseful trick
22:25:57sam686the teleporter fix, without the fix, when long delay teleporter is used, then any client who join will incorrectly think the teleporter is available, when it is actually not, due to long delay
22:26:09Watusimotoah, I see
22:26:35Watusimotois delay adjustable?
22:27:03sam686yes, but not yet added as editor attribute, but it does save and load teleporter delay
22:27:14Watusimotoand delay is the time during which the teleporter is unavailable after someone goes through it
22:27:16sam686yes
22:28:11Watusimotois the teleporter rendered differently when it is not available?
22:28:24sam686it is not rendered at all when it is not available..
22:28:36Watusimotomake sense
22:30:22sam686i could try to start to add the teleporter editor attribute, want me to start adding it?
22:30:35Watusimotono, I don;t think we should do that now
22:30:59sam686ok...
22:31:09Watusimotoit seems that for the ordinary game, that is not something we want the users to futz with
22:31:27WatusimotoI'm thinking that might be better as a dungeon type of setting
22:32:12sam686maybe, but some rabbit maps with teleporters, a 1.5 second delay seems too long which is difficult to catch the rabbit who teleports a lot..
22:32:16Watusimotowhy am I not seeing any recent checkins in the repo?
22:32:33sam686hg pull?
22:32:37Watusimotois 1.5 the default?
22:33:00sam686yes, 1.5 seconds has always been the default (and was the only option in 015)
22:35:50Watusimotohg pull shows me up to date, but the latest version I have is my checkin from last night
22:35:59Wolfy has joined
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22:36:41WatusimotoI'll just have to fix a bug and try to check in and see what happens!
22:38:18Guest91116Hey
22:38:34sam686hi
22:38:43Guest91116My phine messed up can you kick my LoneWolfy so i can change back?
22:38:51raptorif the teleport thing is for dungeon, we should take it out of the release notes
22:39:01LoneWolfy was kicked from #bitfighter by raptor
22:39:28Guest91116 Quit (Client Quit)
22:40:07WatusimotoI think we should
22:40:10LoneWolfy has joined
22:40:17LoneWolfyOk cool
22:40:26raptorok, editing..
22:40:31Watusimotothat's bordering on altering the fundamental contsants fo the game
22:40:38Watusimotoor so it seems to me
22:40:59WatusimotoI think that generally, teleports should all act the same
22:41:52raptorlooks like it wasn't there anyways..
22:41:55sam686you could say that to any game items, like SpeedZone...
22:43:18sam686maybe, a bigger size SpeedZone go faster?
22:43:20Watusimotothat's true, though the teleporter delay seems like more of an implementation detail than a fundamental property of the item
22:43:48Watusimotoor maybe some sort of health bar type speed gauge just below it
22:44:11raptorWatusimoto: if you didnt' know karamazovapy is making a new level for each gametype so we can scrap the old levelset
22:44:18WatusimotoId never really thought about that before, and want to give the matter some sthought
22:44:20Watusimotoreally?
22:44:23raptoryes
22:44:33raptorhe has done 4 gametypes so far, i thnk (of the nine)
22:44:49WatusimotoI guess it's a 016a feature now, but I think we really need to get the playlist concept working
22:45:20WatusimotoI'd like to ideally distribute the classic levels, but not have them played by default
22:45:37Watusimotobut for now if those levles pan out, that would be great
22:45:57Watusimotosuddenly tortoise shows me sams recent checkins
22:46:15Watusimotoand raptors
22:46:20raptorwe willed them to your computer
22:46:36sam686did you now hit the refresh button? or close and reopen repository window?
22:46:53Watusimotowhy no score changing in core game?
22:47:15WatusimotoI committed something -- that's what forced the visual refresh
22:47:44Watusimotoscript items aside, I think wall rendering in the editor now works properly
22:47:52sam686there is no such thing as score limit in Core, as CoreGameType score should only count the remaining Cores or similar
22:48:02Watusimotowith outlines, centerlines, and fills all drawin in the proper order
22:48:07Watusimotoplease prove me wrong!
22:48:20raptorbecause that would mean dynamically adding cores?
22:48:33Watusimotooh right, of course
22:48:53raptoreditor experiment
22:48:58raptormake a barrier
22:49:02raptordelete barrier
22:49:06raptoroutline is still there?
22:49:38Watusimotocrud
22:49:44Watusimotoeasy fix though
22:49:59WatusimotoI was joking when I said prove me wrong... :-(
22:50:10raptorhaha
22:50:44BFLogBot - Commit 222417495933 | Author: watusim...@bitfighter.org | Log: Fix rendering of outline of selected polywalls
22:50:45BFLogBot - Commit 5a82c80f26d2 | Author: watusim...@bitfighter.org | Log: Merge
22:51:04Watusimotowall rendering is SO fussy
22:51:29raptoralready fixed it?
22:53:35raptorok, gotta go to my first den meeting!
22:56:02raptor Quit (Remote host closed the connection)
22:58:02koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
23:20:50BFLogBot - Commit 548e16e095fa | Author: watusim...@bitfighter.org | Log: Comments and such
23:20:51BFLogBot - Commit c48fe2a2ba61 | Author: watusim...@bitfighter.org | Log: Wall outlines now properly rendered after delete
23:24:25Guest12901 has joined
23:24:41Guest12901Hi its Lone Wolf on the PC
23:26:23Guest12901i just decided to check in
23:27:11Guest12901ok g2g
23:27:16Guest12901 Quit (Client Quit)
23:49:22karamazovapyI won't worry about the levels if we don't actually want to create a different set
23:52:36LoneWolfy Quit (Ping timeout: 240 seconds)

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