Timestamps are in GMT/BST.
| 00:06:07 | Watusimoto | I think we do |
| 00:06:32 | Watusimoto | The levels we include aer classic, but don't fit with the way the game is played |
| 00:11:23 | | LoneWolfy has joined |
| 00:12:01 | LoneWolfy | hey i found another bug |
| 00:12:16 | LoneWolfy | in lobby if you mash "Enter" you keep chatting |
| 00:12:23 | LoneWolfy | fix the spam issue? |
| 00:22:30 | karamazovapy | 016 has a couple chat-spam fixes already |
| 00:46:04 | | BFLogBot - Commit 7fb251dab9fb | Author: watusim...@bitfighter.org | Log: Commments |
| 00:46:06 | | BFLogBot - Commit d8eb7c092c55 | Author: watusim...@bitfighter.org | Log: Consolidate rendering a little, but try to make it clearer at the same time |
| 00:46:07 | | BFLogBot - Commit c10bafd1042f | Author: watusim...@bitfighter.org | Log: Remove dead code, add comment |
| 01:06:11 | | BFLogBot - Commit 1d755ac9a975 | Author: watusim...@bitfighter.org | Log: Comment |
| 01:06:12 | | BFLogBot - Commit c0f5f8e19cfe | Author: watusim...@bitfighter.org | Log: Improved rendering of ctrl-r items |
| 01:15:47 | | raptor has joined |
| 01:15:47 | | ChanServ sets mode +o raptor |
| 01:18:26 | raptor | hello hello |
| 01:20:59 | sam686 | |_| |= | | /-\ |
| 01:20:59 | sam686 | | | |_ |_ |_ \_/ |
| 01:21:23 | sam686 | that didn't turn out so good on variable width font... |
| 01:21:25 | raptor | you've upgraded to multi-line |
| 01:22:40 | sam686 | ah, but the LogBot pages use a fixed width font, looks better there... http://199.192.229.168/irclogs/index.php?date=2012-01-27 |
| 01:23:21 | raptor | are we ready to release? |
| 01:23:49 | raptor | not tonight.. but maybe freeze unless we see crashes? |
| 01:24:20 | sam686 | ok |
| 01:24:53 | sam686 | oh, and i would like to place breakpoints and see if the problem is client side or server side.. |
| 01:29:06 | sam686 | looks like server side problem.. |
| 01:29:21 | raptor | wait, you found a problem already? |
| 01:31:16 | | BFLogBot - Commit a6dee9c3083e | Author: watusim...@bitfighter.org | Log: Hacky change to greenish color more like the one in 015a (walls with Ctrl-R) |
| 01:31:17 | | BFLogBot - Commit 4bbadc499ac2 | Author: watusim...@bitfighter.org | Log: Put script walls under editor walls |
| 01:31:50 | Watusimoto | my final push of the night. Color of levelgen walls is awful -- tried to replicate 015a and failed; if you want to change it, it is on wallSegmentManager.cpp 375. If you can live with it... well... don;t do anything! |
| 01:31:54 | Watusimoto | good night |
| 01:32:18 | Watusimoto | All editor rendering issues I know of are now fixed |
| 01:33:12 | Watusimoto | except one |
| 01:33:13 | sam686 | i see a variable conflict on "i" in for, and "i" in s2cDisplayMessageESI |
| 01:33:35 | Watusimoto | run script from console, then move generated items |
| 01:33:57 | Watusimoto | easy to fix; just need to run some method in wall segment manager.... will attend to it tomorrow |
| 01:34:05 | raptor | good night |
| 01:34:08 | Watusimoto | bye |
| 01:35:21 | raptor | script walls don't render at all for me |
| 01:39:45 | raptor | yep don't render, no matter what color i make them |
| 01:40:25 | | Watusimoto Quit (Ping timeout: 276 seconds) |
| 01:40:26 | sam686 | conn->s2cDisplayMessageESI(GameConnection::ColorAqua, SFXNone, msg, e, s, i); ... I don't get why there is NO compile error when i is just an integer |
| 01:40:37 | sam686 | s2cDisplayMessageESI(GameConnection::ColorAqua, SFXNone, msg, e, s, 555); even this is not a compile error |
| 01:40:51 | sam686 | the i is suppose to be Vector<S32> |
| 01:56:21 | | BFLogBot - Commit c9b1d42b57d6 | Author: sam8641 | Log: Fix variable conflict to fix missing numbers in vote messages |
| 01:57:01 | raptor | good fix |
| 01:57:14 | raptor | i'll be back in about 2-3 hours |
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| 04:16:53 | | BFLogBot - Commit cd600ada0eee | Author: sam8641 | Log: Fixed some compile warnings |
| 04:53:34 | | raptor has joined |
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| 04:56:03 | raptor | good evening |
| 05:04:04 | raptor | sam686: still around? |
| 05:04:18 | sam686 | yes |
| 05:06:22 | raptor | have you tested the levelgen scripts in the editor? |
| 05:06:31 | raptor | the walls don't render at all for me in linux |
| 05:08:57 | sam686 | walls don't render at all for me, neither, on windows |
| 05:09:09 | raptor | rats |
| 05:13:54 | raptor | i'm going to recompile the one on master |
| 05:28:35 | sam686 | what happened to my name when I join 016 test server on master? it says "XXX,XXXPXXXX" |
| 05:32:35 | sam686 | i keep running into TNLAssert(getGame()->getLocalRemoteClientInfo(), "How did this get to be NULL?") |
| 05:32:59 | sam686 | i guess getLocalRemoteClientInfo doesn't work when the server have you as a different name... |
| 05:35:35 | raptor | weird |
| 05:37:19 | sam686 | the server selection seems kind of difficult with the mouse being offset |
| 05:40:07 | sam686 | are you sure you did a full recompile, with make clean or make -B ? |
| 05:40:57 | raptor | ok, sorry - i forgot to restart the server |
| 05:40:58 | raptor | just did |
| 05:43:48 | | sam686` has joined |
| 05:44:05 | sam686` | I found a problem, go to game lobby chat, type in space, and press enter, and crash |
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| 06:07:56 | | sam686` is now known as sam686 |
| 06:07:57 | | ChanServ sets mode +v sam686 |
| 06:12:13 | | BFLogBot - Commit fcd4c8f9fc03 | Author: sam8641 | Log: Fix chat only space error, fix mouse offset on server selection |
| 06:28:05 | raptor | sorry sam686, i've been watching the presidential debates |
| 06:28:12 | raptor | almost done.. |
| 06:28:31 | sam686 | i am going to bed now.. |
| 06:28:41 | raptor | ok - anything else you've found? |
| 06:28:43 | raptor | other bugs.. |
| 07:15:59 | | sam686 Quit (Ping timeout: 245 seconds) |
| 07:45:04 | | Watusimoto has joined |
| 07:45:42 | raptor | hello |
| 07:47:30 | raptor | watching the GOP debate |
| 07:50:58 | raptor | it's funny - everyone is attacking each other except for Paul (and Paul isn't being attacked, either) |
| 07:51:19 | raptor | oh and at some point each of them OK'd their position on an issue with Paul |
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| 16:47:03 | raptor | good day! |
| 16:49:31 | raptor | hi watusimoto |
| 16:49:35 | raptor | did you say levelgen script wall rendering is working? They don't seem to render at all for me.. |
| 17:25:17 | karamazovapy | I only get spines |
| 17:25:29 | karamazovapy | until I ctrl+I, anyway |
| 17:26:43 | raptor | yeah - those have disappeared since your version... |
| 17:26:45 | raptor | :( |
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| 17:46:05 | | Watusimoto has joined |
| 17:47:29 | Watusimoto | hi |
| 17:47:34 | raptor | hi |
| 17:49:07 | Watusimoto | All the bugs I know of off the top of my head in the editor are fixed my my next checkin |
| 17:50:00 | raptor | is that a challenge? :) |
| 17:50:37 | Watusimoto | no, just a highly qualified statement |
| 17:51:05 | Watusimoto | you can see for yourself. I'm just making sure everything builds post merge. |
| 17:52:12 | Watusimoto | but all the walls rendering seems to be good; importing items from scripts works properly; ctrl-r levelgen preview is kosher |
| 17:53:20 | Watusimoto | something's not right |
| 17:53:42 | karamazovapy | ...because everything seems okay? |
| 17:54:11 | Watusimoto | is this yours? |
| 17:54:12 | Watusimoto | S32 height = getGap(size) / 2 + getTextSize(size); |
| 17:54:26 | raptor | ummm, maybe? |
| 17:54:28 | raptor | where? |
| 17:54:51 | raptor | definitely not within the last week |
| 17:56:02 | Watusimoto | coregame, line 516 |
| 17:56:41 | Watusimoto | ok, well, it looks right, just don't know where the edit came from; it sort of "popped up" in the middle of a merge |
| 17:56:47 | raptor | you must have a different CoreGame |
| 17:57:12 | Watusimoto | well, we're about to have the same one! |
| 17:57:27 | Watusimoto | committed |
| 17:58:09 | raptor | ok, i'll study... |
| 17:58:29 | | BFLogBot - Commit e476647b5adc | Author: watusim...@bitfighter.org | Log: Fixes several outstanding editor bugs; internal refactoring for clarity; removed editor database from Game |
| 17:58:31 | | BFLogBot - Commit c05d1499ef24 | Author: watusim...@bitfighter.org | Log: Not sure what this is about! |
| 17:58:32 | | BFLogBot - Commit 4308f3e46e1a | Author: watusim...@bitfighter.org | Log: Merge |
| 17:59:30 | raptor | oh, that last commit was stuff sam did last night |
| 18:00:15 | raptor | you essentially just committed them again.. |
| 18:03:07 | raptor | time to take your challenge |
| 18:03:27 | raptor | experiment: |
| 18:03:53 | raptor | add a polywall |
| 18:03:58 | raptor | drag polywall around |
| 18:05:04 | raptor | 4. see odd outline behavior |
| 18:06:44 | raptor | next experiment: |
| 18:06:49 | raptor | clean compile |
| 18:06:58 | raptor | open mazeracer |
| 18:07:12 | raptor | press ctrl+r |
| 18:07:21 | raptor | 4. see no barriers are rendered |
| 18:14:22 | Watusimoto | wtf? I fixed that outline bug a week ago |
| 18:16:56 | Watusimoto | I restart, load maze racer, press ctrl+r, and see a bunch of green walls |
| 18:17:00 | Watusimoto | just as I expect |
| 18:17:08 | raptor | clean compile? |
| 18:17:25 | raptor | sam686 said he didn't see walls either, last night |
| 18:17:27 | Watusimoto | well, I just recompiled before I checked in |
| 18:21:56 | raptor | i don't know what to say, i compiled the entire tree from scratch multiple times, and never see the barriers |
| 18:27:55 | | karamazovapy Quit (*.net *.split) |
| 18:28:13 | Watusimoto | I'll do a clean rebuild |
| 18:28:15 | | karamazovapy has joined |
| 18:28:48 | Watusimoto | and it's still going to work! |
| 18:29:13 | raptor | i hope not! then that means we have a platform problem or linker-order problem |
| 18:29:20 | raptor | or other some such nonsense |
| 18:43:59 | Watusimoto | or |
| 18:44:00 | Watusimoto | it |
| 18:44:02 | Watusimoto | means |
| 18:44:03 | Watusimoto | that |
| 18:44:09 | Watusimoto | your script is broken |
| 18:44:26 | Watusimoto | there's nothing platform dependent going on |
| 18:44:31 | raptor | i tested with mazeracer and sam's 6357 script |
| 18:44:34 | Watusimoto | works |
| 18:44:37 | Watusimoto | for me |
| 18:44:41 | Watusimoto | clean rebuild |
| 18:45:03 | Watusimoto | check your log and make sure the script is in fact not throwing an error |
| 18:45:14 | Watusimoto | older versions don;t have a main() function |
| 18:45:18 | Watusimoto | and they crash |
| 18:45:25 | Watusimoto | I'll bet that's what is going on |
| 18:45:27 | raptor | it throws the no main() error |
| 18:45:32 | raptor | mazeracer does, too |
| 18:45:35 | Watusimoto | right |
| 18:45:43 | raptor | but no crash... and no walls |
| 18:45:43 | Watusimoto | and, coincindentally, those generate no objects |
| 18:45:51 | raptor | they do generate objects |
| 18:45:56 | raptor | because ctrl + I works |
| 18:45:59 | raptor | and the walls show up |
| 18:46:22 | Watusimoto | well, I'm looking at a bunch of greenish walls right now on a fresh total rebuild |
| 18:46:33 | Watusimoto | it works I tell you! |
| 18:46:44 | raptor | and i believe you |
| 18:46:48 | Watusimoto | :-) |
| 18:46:57 | Watusimoto | ctrl-r toggles walls on and off |
| 18:47:05 | raptor | i will do a clean recompile with vc++ on my windows xp system right now |
| 18:47:11 | Watusimoto | ok |
| 18:47:12 | Watusimoto | but |
| 18:47:13 | raptor | thei is vc++ 2010 |
| 18:47:15 | Watusimoto | before you do that |
| 18:47:33 | Watusimoto | try putting all the lose stuff at the bottom of mazegen.lua into a main() function |
| 18:47:40 | Watusimoto | function main() |
| 18:47:41 | Watusimoto | blah |
| 18:47:42 | Watusimoto | end |
| 18:47:45 | raptor | ok |
| 18:48:42 | raptor | is that the script you are running? because that is not what is commited in the repo |
| 18:49:07 | raptor | oh my goodness it works |
| 18:49:11 | Watusimoto | ha |
| 18:49:59 | raptor | ugh - we need to do something about that color... |
| 18:50:39 | Watusimoto | indeed we do |
| 18:50:42 | raptor | i think of a swamp |
| 18:50:45 | Watusimoto | pukey green |
| 18:50:54 | raptor | how about the original grey? was that bad? |
| 18:52:10 | Watusimoto | no |
| 18:52:18 | Watusimoto | what was the original gray? |
| 18:52:23 | Watusimoto | it was green in 015 |
| 18:52:29 | Watusimoto | but gray should be fine |
| 18:56:47 | raptor | when would WallSegmentManager::renderWalls have alpha less than zero? |
| 18:58:41 | raptor | wall outlines are always blue with script items, was this by design? |
| 18:58:43 | Watusimoto | never |
| 18:58:56 | Watusimoto | always blue, more by hapenstance than design |
| 18:59:40 | raptor | sorry, i meant alpha less than 1 |
| 19:00:28 | Watusimoto | alpha < 1 when script items are being rendered; I assume you are referring to my hack comment |
| 19:00:41 | raptor | yes |
| 19:01:46 | Watusimoto | you can try rendering with alpha, and you'll see why I changed it |
| 19:02:03 | Watusimoto | but... I am open to all suggestions in this area |
| 19:04:11 | Watusimoto | off to dinner... will fix the polywall issue when I return, then will look at hte various lists for outstanding issues |
| 19:04:20 | raptor | ok |
| 19:04:28 | Watusimoto | am trying to wrap up as many things as possible |
| 19:05:16 | raptor | just to confirm - levelgen scripts will work without main() in 016? |
| 19:05:25 | raptor | because the seem to |
| 19:05:27 | raptor | they |
| 19:05:44 | raptor | just wall rendering doesn't show up in editor |
| 19:09:31 | | Watusimoto Quit (Ping timeout: 276 seconds) |
| 19:23:51 | | Watusimoto has joined |
| 19:23:53 | Watusimoto | yummy! |
| 19:23:58 | raptor | already done? |
| 19:24:36 | Watusimoto | quick; everyone was in a hurry. |
| 19:25:03 | Watusimoto | wife's goine to pick up one son at soccer, other son is out testing paper airplanes in the street |
| 19:25:21 | raptor | ha! |
| 19:25:23 | Watusimoto | I'm here enjoying the end of my beer trying to figure out this bitfighter problem |
| 19:25:46 | LoneWolfy | Sounds fun |
| 19:25:55 | Watusimoto | it's a blast! |
| 19:26:16 | Watusimoto | raptro -- will you commit the fix you made to the levelgen script? |
| 19:26:23 | raptor | updated: http://bitfighter.org/wiki/index.php?title=Buglist_016 |
| 19:26:25 | raptor | sure |
| 19:26:57 | LoneWolfy | Im so happy that 016 is comin out! And the BBB 8 is comin soon too right? |
| 19:29:07 | raptor | i'm testing a different color for script walls... |
| 19:30:09 | Watusimoto | good. pukey green is not the best choice, I'll agree |
| 19:30:23 | Watusimoto | purple? |
| 19:30:45 | raptor | i did gray at .67f |
| 19:30:51 | raptor | grey? gray |
| 19:30:54 | raptor | grey |
| 19:31:20 | raptor | pushed |
| 19:31:47 | Watusimoto | weird |
| 19:31:51 | Watusimoto | grey is british |
| 19:32:01 | Watusimoto | gray is american |
| 19:33:43 | | BFLogBot - Commit 9cd930b37aaf | Author: buckyballreaction | Log: Add main() to mazegen.levelgen; also, maybe a little better color for editor levelgen walls |
| 19:50:20 | raptor | i found another bug: see #58 here: http://bitfighter.org/wiki/index.php?title=Buglist_016 |
| 20:40:17 | | Watusimoto Quit (Ping timeout: 255 seconds) |
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| 20:59:52 | Watusimoto | ok, think I fixed the polywall dragging case |
| 21:00:35 | Watusimoto | yup, as I feared |
| 21:00:40 | Watusimoto | I did this earlier |
| 21:00:44 | Watusimoto | -void PolyWall::onItemDragging() |
| 21:00:44 | Watusimoto | -{ |
| 21:00:44 | Watusimoto | - // Do nothing |
| 21:00:44 | Watusimoto | -} |
| 21:00:56 | Watusimoto | but we need that method to override undesireable behavior |
| 21:01:03 | Watusimoto | readded, with stern comment |
| 21:01:30 | raptor | ok |
| 21:01:57 | Watusimoto | so, note to self; when a function that does nothing plays an important role, COMMENT IT! |
| 21:02:06 | raptor | haha |
| 21:08:54 | | BFLogBot - Commit f7d46395f8b5 | Author: watusim...@bitfighter.org | Log: Fix polywall dragging issue |
| 21:08:56 | | BFLogBot - Commit fca68c5a05e0 | Author: watusim...@bitfighter.org | Log: merge |
| 21:09:02 | raptor | oh goodie |
| 21:09:04 | Watusimoto | gray is better |
| 21:09:26 | raptor | yeah, i still don't know if i like it - i just no it isn't as bad.. |
| 21:09:32 | raptor | *know |
| 21:10:43 | Watusimoto | i don't understand 58 |
| 21:10:56 | karamazovapy | the outline doesn't render with the bend |
| 21:11:00 | karamazovapy | I've had that |
| 21:11:00 | raptor | create a diagonal barrier |
| 21:11:02 | raptor | yes! |
| 21:11:09 | raptor | thanks karamazovapy |
| 21:11:11 | Watusimoto | ok |
| 21:11:37 | raptor | actually |
| 21:11:40 | karamazovapy | eventually it fixes if you keep working with the barrier |
| 21:11:41 | raptor | it's not a regression |
| 21:11:46 | raptor | it's in 015a |
| 21:11:55 | Watusimoto | what's the issue? |
| 21:12:21 | raptor | create a diagonal barrier |
| 21:12:22 | karamazovapy | it's just a quirk that the barrier outline doesn't re-render to fit the shape of the new line |
| 21:12:23 | Watusimoto | when you place a vertex, you get a centerline only> |
| 21:12:40 | Watusimoto | it never does when you are moving vertices around |
| 21:12:54 | Watusimoto | ah, I see it |
| 21:13:00 | Watusimoto | misunderstood |
| 21:13:23 | Watusimoto | well, that should be an easy fix |
| 21:13:26 | karamazovapy | I got it on the vertical barriers with the bends I inserted in core03 |
| 21:13:43 | Watusimoto | just need to tell the wall it has changed after a vertex is inserted |
| 21:14:30 | karamazovapy | what does the "Review stock included maps" entail? |
| 21:14:37 | karamazovapy | I'm still unclear on this |
| 21:15:50 | raptor | oh, gutting them and adding replacements |
| 21:16:10 | raptor | originally i thought it was just going to be updating maps that have odd scores |
| 21:16:29 | karamazovapy | what's the goal? |
| 21:17:10 | raptor | i think having a bitfighter-specific levelset, to show off all the features, should be part of the goal |
| 21:17:13 | raptor | Watusimoto? |
| 21:17:20 | raptor | what do you hav ein mind? |
| 21:17:52 | karamazovapy | you and I discussed this, I was just wondering (if it's an official pre-release goal) what the official goal is |
| 21:21:18 | Watusimoto | heyo\ |
| 21:21:34 | Watusimoto | I've wanted to replace the stock levels for a while |
| 21:21:48 | Watusimoto | they do not show off the game well when someone downloads it and tries it out |
| 21:22:27 | Watusimoto | I don't have a good plan for how to do this, but I think a set of 6 or 7 maps, with bots, might be a good thing |
| 21:22:33 | Watusimoto | smaller levels that are kind fo fun |
| 21:22:50 | Watusimoto | not big expansive levels that take 3 mins to fly across, like the ones we have now |
| 21:22:59 | Watusimoto | levels that look cool |
| 21:23:00 | raptor | when you say 'with bots', what do you mean? playable with bots? |
| 21:23:12 | Watusimoto | I was thinking populated with bots by default |
| 21:23:20 | raptor | do we have that capability? |
| 21:23:29 | Watusimoto | sure |
| 21:23:35 | Watusimoto | you can add bots to the level file |
| 21:24:06 | raptor | what!? |
| 21:24:17 | raptor | how. |
| 21:24:18 | Watusimoto | I SAID YOU CAN ADD BOTS TO THE LEVEL FILE |
| 21:24:18 | raptor | .. |
| 21:24:27 | raptor | i never knew this |
| 21:24:31 | Watusimoto | really? |
| 21:24:39 | raptor | for really |
| 21:24:57 | raptor | wouldn't s_bot be too deadly? |
| 21:25:16 | Watusimoto | not if we tone down the params a little |
| 21:25:29 | raptor | you can add params to it in the level file? |
| 21:25:57 | raptor | every time i think i know how this game works... |
| 21:26:12 | raptor | and something like this appears out of nowhere |
| 21:27:10 | Watusimoto | yes |
| 21:29:37 | Watusimoto | that's been around a lot longer than /addbot |
| 21:30:02 | Watusimoto | one of the cases is to create a UI for managing bots in the level file |
| 21:30:07 | Watusimoto | for 016a |
| 21:31:42 | raptor | so when do you think we should think about starting this?: http://bitfighter.org/wiki/index.php?title=Release_checklist |
| 21:32:43 | Watusimoto | eager beaver! |
| 21:33:06 | Watusimoto | soon |
| 21:33:25 | raptor | I've already fixed up the mac project files |
| 21:33:44 | raptor | i'm trying to think of any update tasks we need in checkIfThisIsAnUpdate() |
| 21:33:52 | raptor | that we don't have covered |
| 21:34:13 | Watusimoto | I've added the one I know of already |
| 21:34:17 | Watusimoto | I like to do it as I go |
| 21:34:29 | raptor | yeah me too |
| 22:03:21 | karamazovapy | yeah - all the kServ maps have bots on them by default |
| 22:03:24 | karamazovapy | you totally knew this |
| 22:04:16 | raptor | i thought that as a server setting.. |
| 22:04:21 | raptor | but that makes sense now |
| 22:05:43 | karamazovapy | oh - important point I'm not sure anyone has addressed |
| 22:06:15 | karamazovapy | do bots have a way to handle Cores? |
| 22:07:08 | karamazovapy | we should update s_bot or whatever our default bot enemy is so that it can actually play the new gametype |
| 22:07:40 | raptor | I think the interface for CoreGame and CoreItem are there.. checking |
| 22:08:41 | raptor | I see if for CoreItem |
| 22:08:43 | raptor | it |
| 22:08:45 | LoneWolfy | And maybe set id so you cant add like 50 bots (i.e. 50 clones) |
| 22:09:02 | raptor | LoneWolfy: that is already a server setting |
| 22:09:22 | raptor | so you'd have to talk to the server admin to raise the default limit of 10 |
| 22:09:53 | raptor | sam686 have you done any work on s_bot recently with respect to Core game type? |
| 22:10:18 | karamazovapy | I don't think there's any core code in the 016 packaged s_bot |
| 22:10:40 | raptor | not in the packaged, no |
| 22:10:55 | LoneWolfy | I mean like a setting so that each player can have x bots out like 3 |
| 22:11:15 | karamazovapy | we might have to seriously nerf bots for core |
| 22:11:41 | sam686 | there isn't any core code in s_bot, but can be added.. |
| 22:12:04 | karamazovapy | the game-specific code should be pretty simple, unless we also want to nerf them |
| 22:12:35 | karamazovapy | their efficiency could make them tough to beat, especially if you're up against a couple bots |
| 22:13:02 | Watusimoto | crashed the editor |
| 22:14:49 | | koda has joined |
| 22:15:01 | | LoneWolfy Quit (Remote host closed the connection) |
| 22:22:35 | raptor | how? |
| 22:29:29 | | BFLogBot Quit (Ping timeout: 240 seconds) |
| 22:29:29 | | Disconnected. |
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| 22:29:34 | | BFLogBot - Commit 9abac66ea1ad | Author: watusim...@bitfighter.org | Log: whitey space |
| 22:29:34 | | BFLogBot - Commit c8bc8458ea4c | Author: watusim...@bitfighter.org | Log: Fix vertex insertion issue; fix NPE |
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| 23:53:26 | | BFLogBot has joined |
| 23:53:26 | | Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/' |
| 23:53:26 | | Set by raptor!~raptor@unaffiliated/greenmachine on Sun May 01 05:51:58 GMT 2011 |
| 23:53:26 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 23:53:33 | raptor | resurrected |
| 23:55:30 | Watusimoto | SearchStringIsSubstring |
| 23:55:50 | Watusimoto | that allows you to do a search... substring only |
| 23:55:56 | Watusimoto | wildcards? |
| 23:56:01 | raptor | no |
| 23:56:04 | Watusimoto | ok |
| 23:56:11 | raptor | just character case-insensitive search |
| 23:56:15 | Watusimoto | that's fine, want to make docs as clear as possible |
| 23:56:20 | raptor | sounds good |
| 23:56:45 | raptor | so if you use "480" then that is equivalent to *480* |
| 23:57:25 | Watusimoto | not sure I'm improving it |
| 23:57:30 | Watusimoto | right |
| 23:57:45 | Watusimoto | this has to be improved: |
| 23:57:45 | Watusimoto | SearchStringIsSubstring - The SearchString will match if it is included in the SDL detection string |
| 23:57:49 | Watusimoto | that is my rewrite |
| 23:58:00 | Watusimoto | but it is still not good |
| 23:58:30 | Watusimoto | well, it;s not so terrible |
| 23:58:52 | raptor | The controller will be detected if SearchString is found within any part of the SDL detection string |
| 23:59:18 | Watusimoto | good |