#bitfighter IRC Log

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IRC Log for 2012-02-27

Timestamps are in GMT/BST.

00:05:16raptorWatusimoto: if you didn't notice, i updated all the screenshots on the site
00:05:35raptorbut i'm sure we could use better ones
00:05:37Watusimotoi DIDNn't, but great!!!!!
00:05:44Watusimotowe could always use better ones
00:05:54raptorat least the interface is current now... :)
00:12:06Watusimotolooks great!
00:13:01Watusimotoexcept...
00:13:13raptorwhat did i break
00:13:15Watusimotothe thumb for the first pic is wrong
00:13:23raptorreally?
00:13:27raptorrefresh?
00:13:43Watusimotorefresh fixxed it
00:13:57raptoryay browser cache
00:13:57Watusimotoeither that or you were really fast :-)
00:14:07raptori am not so gifted..
00:16:56raptoralso i fixed the query for the main page stats - before it would break on sundays and was set to moscow time
00:17:08raptornow it always shows properly, but at UTC
00:17:36raptori can't quite figure out how to get the rotation at Pacific time....
00:24:20Watusimotook, finally got it working.
00:24:31Watusimotoadd 8 hrs to time and rotate at utc?
00:25:36Watusimotogoing to bed... just pushed first crack at using health bars on core... I think it's promising, but we're not there yet
00:25:51raptortried that...
00:25:56raptorok
00:25:57Watusimotoand yes, I do realize the score display is f'ed :-)
00:26:03raptorgood night!
00:26:08BFLogBot - Commit e07f2ad8571c | Author: watusim...@bitfighter.org | Log: Fix crash when user provides invalid password
00:26:09BFLogBot - Commit 8c891fe7f5ba | Author: watusim...@bitfighter.org | Log: First pass at health indicators for core panels
00:26:11BFLogBot - Commit 80671d07da0b | Author: watusim...@bitfighter.org | Log: whitespace
00:26:28WatusimotoI have an *8 hour* program design meeting tomorrow
00:26:36raptoroh yikes
00:26:40raptori do not envy you
00:26:40Watusimotoplanned by someone who knows nothing about coding
00:26:56WatusimotoI have no idea what we;ll talk about as there are no real specs as of yet
00:27:01Watusimoto8 hours
00:27:09Watusimotoit's going to SUCK
00:27:15Watusimotoand it starts at 9
00:27:17raptormaybe you'll get to teach him javascript
00:27:19raptor:)
00:27:22Watusimotomaybe
00:27:41Watusimotoanyway... see if the core checkin triggers any ideas...
00:27:44Watusimotolater
00:27:47raptorok
00:27:48raptornight
00:33:25Watusimoto Quit (Ping timeout: 248 seconds)
00:34:32raptorargh!
00:34:46raptorwhat's the point of having 6 player games when only three play?
00:38:57raptoranybody avail able to discuss making more voice chat fixes?
00:48:45Little_Apple has joined
00:48:49raptorhi
00:48:49Little_Applehi
00:48:52Little_Applelink
00:48:53Little_Applehttp://pastie.org/3467955
00:48:58raptorthanks!
00:49:03raptorand this is when you exit the game?
00:49:06Little_Appleno prob
00:49:10Little_Appleevery time
00:49:23Little_Applei hit the quit thing in the menu
00:50:21raptorhmmm
00:50:54Little_Appleanything?
00:50:55raptorLittle_Apple: can I get you a different bitfighter 016 to run?
00:51:03Little_Apple?
00:51:07Little_Applei guess
00:51:12Little_Applelike the next version?
00:51:49raptorwell.. actually - that would be good - to see if the crash goes away
00:51:53Little_Applek
00:52:00raptorbut you'd have to save your bitfighter.ini
00:52:07Little_Appleokie dokie
00:52:55raptorit's building - it'll take about 8 min
00:53:01Little_Appleok
00:53:06raptorquick game?
00:53:10Little_Appleuh
00:53:12Little_Applesure
00:53:16Little_AppleSANDVICH
01:05:51Little_Apple Quit (Ping timeout: 245 seconds)
01:07:29raptorhttp://sam686.maxhushahn.com/upload/Bitfighter-017beta-ppc.zip
01:13:25Little_Apple has joined
01:13:33raptorLittle_Apple: http://sam686.maxhushahn.com/upload/Bitfighter-017beta-ppc.zip
01:13:41raptorsave bitfighter.ini
01:13:47raptorcrash that build
01:13:55raptoryou don't have to install it
01:14:04Little_Applek
01:15:43Little_Appledownloading it now
01:15:47raptorok
01:15:58raptorif you get a error notice, please pastie the same part
01:15:59Little_Applemade a back up
01:16:01Little_Appleok
01:16:03raptorexcellent!
01:16:05Little_Applewill do
01:16:17raptorif only more adults would know to make backups..
01:16:26Little_Apple:P
01:16:42Little_Applei just made a folder and dragged a duplicate into it :P
01:17:22Little_Appletesting it
01:18:17raptoryay
01:21:41Little_Apple Quit (Ping timeout: 245 seconds)
01:22:04Little_Apple has joined
01:22:13Little_Applehi
01:22:17Little_Applelink
01:22:18Little_Applehttp://pastie.org/3468089
01:22:26raptorthanks!
01:22:34Little_Applenp
01:22:45raptorok, you may play now
01:22:52raptorand remove the 017 beta
01:23:02Little_Apple:D
01:24:08raptorLittle_Apple: what PPC OS are you running?
01:24:17raptorMac OS X 10.5.8?
01:24:21raptorLeopard?
01:24:27Little_Applei think 5.8
01:24:42Little_Appleyep
01:24:43Little_Apple10.5.8
01:24:52Little_Apple10.6 is intel only
01:25:06raptorok
01:25:08raptorthanks
01:25:13Little_Applenp
01:31:14koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
01:38:13karamazovapyso.
01:38:17raptorbuttons
01:38:34Little_Applechubby bunny
01:38:43raptorkaramazovapy: question regarding mute
01:39:15raptorthe technical issue at hand: using /mute with voice chat on will still accept the packets - your client will just disregard them
01:39:25raptoris that ok?
01:39:49karamazovapywe should make a global mute reject packets
01:39:57karamazovapylike, if you mute ALL voice chat
01:40:23karamazovapywe'd talked about that before
01:40:29raptorsam686 already made it so that if you put voicechat volume to zero, the server knows to not even send you the packets
01:40:38karamazovapythat's good
01:40:47karamazovapymuting an individual player is less of a big deal, I think
01:41:00karamazovapyif you're concerned about bandwidth, you mute everyone anyway
01:41:25raptorok, because i can make standard /mute just ignore packets from the player, i think...
01:41:33karamazovapythat'd be fine too
01:41:35karamazovapywhatever
01:41:36raptori mean, it'll receive them, but not play them
01:41:38raptorok
01:41:44raptorbut not a separate /vmute?
01:41:55karamazovapypersonally, I don't really care
01:42:04karamazovapythat option also makes sense
01:44:02karamazovapylol...I upped the flood counter on the forums, and...
01:44:03karamazovapyDumpy knrl you all and wuts with this new, b/s rule of having to wait(for 2min.) to post. If we have spawn times on posting, why not have spawn times on bitfighter?
01:44:03karamazovapyIt seems someone is liking spawn times... :o
01:45:16raptorhahaha
01:45:35karamazovapyguess who that was!
01:45:35raptori think Little_Apple was complaining about that
01:45:46raptorCleverboy?
01:45:55karamazovapyyes. well the forums are not a chat room.
01:45:58Little_AppleI AM COMPLAINING ABOUT IT
01:46:04Little_AppleWREHRHERHERHFGGRSGHF
01:46:43karamazovapyreading, thinking, and writing take you less than the flood time, you don't have anything worth saying
01:47:19Little_Applebut it applies with pms too. so if you do a post, you have to wait 2 minutes to reply to a pm ._.
01:47:50karamazovapytechnically it shouldn't, but I haven't had the opportunity to test it
01:48:03Little_Appleit does. it counts pms as posts
01:48:22Little_Appleif you were taling to me...
01:48:24karamazovapyin light of that, I've reduced the wait time slightly
01:48:33karamazovapyit's 2/3 now
01:48:39Little_Apple._.
01:49:18karamazovapyyou're welcome to use the client, skype, or any other software if you want to chat with someone - or - you can take care of your "important" business first
01:49:29Little_Apple:P
01:49:34karamazovapyotherwise, you'll have to think before you post
01:50:00Little_Appleor you could make ascii are while waiting for the delay
01:50:20Little_Appleoh yea
01:50:33Little_AppleYOU CANT DO ASCII ART BECAUSE IT REMOVES THE SPACES!!!!!
01:50:47karamazovapynot if you use [code] tags
01:51:13Little_Applereally?
01:51:17karamazovapyreally really
01:51:18Little_Appleawesome.
01:51:24karamazovapythat's half the point
01:51:34raptori fully support thinking before posting
01:52:13karamazovapywe'll still get stupid responses when people don't bother to read, but they'll have to sit there and wait to post their stupidity
01:52:47Little_Apple:D
01:52:48raptor /gmute should probably implicitly mute voice chat (i.e. there shouldn't be a /gvmute)
01:53:36karamazovapyI care less about controlling other players' behavior and more about not being bothered myself
01:53:53raptoryes
01:54:02karamazovapyif some people like listening to the nonsense, I think that's their right
01:54:31raptorare you suggesting that maybe /gmute isn't even needed?
01:54:58karamazovapyit's only accessible to admins, but I've never really had the opportunity to use it
01:55:11karamazovapyI think gmuted players who want to be a pain often leave and rejoin, though
01:55:37raptoryeah, i guess that's true
01:55:45karamazovapyas an admin, I usually just kick players who bug me
01:55:52karamazovapybut that's because I'm a jerk
01:55:58raptorhaha
02:06:11Little_Apple Quit (Quit: Page closed)
04:31:35BFLogBot - Commit 44512542d18f | Author: buckyballreaction | Log: Make a renderCoreSimple() function and use it to display Core score properly
04:46:39BFLogBot - Commit 39c31454353b | Author: buckyballreaction | Log: If a player is globally muted, mute their voice chats, too
05:05:39raptorkaramazovapy: you'll like my next commit
05:06:41BFLogBot - Commit 260d25f96fbe | Author: buckyballreaction | Log: Add /vmute command to mute those who abuse voice chat. Client-side only
05:06:43BFLogBot - Commit 26b5958ce96e | Author: buckyballreaction | Log: Update /mute, /vmute descriptions
05:09:19raptorgood night!
05:09:22raptor Quit ()
08:09:19sam686 Quit (Ping timeout: 245 seconds)
11:17:54watusimoto has joined
11:17:54ChanServ sets mode +o watusimoto
13:07:08watusimoto Quit (Ping timeout: 240 seconds)
14:57:42LoneWolfy has joined
15:04:39LoneWolfy Quit (Read error: Connection reset by peer)
15:08:36raptor has joined
15:08:36ChanServ sets mode +o raptor
16:06:37Watusimoto has joined
16:07:54watusimoto1 has joined
16:09:34Watusimoto_ has joined
16:11:59Watusimoto Quit (Ping timeout: 244 seconds)
16:18:07raptorfork
16:23:48Watusimoto_ Quit (Ping timeout: 245 seconds)
16:43:13watusimoto1spoon
16:43:19raptorthe tick?
16:43:23raptoris that you?
16:46:38watusimoto1???
16:46:48raptoryou've never seen the cartoon 'the tick'?
16:46:58watusimoto1no
16:47:07raptorok, your not missing much
16:47:10watusimoto1what happened to our GameParameters menu in the editor?
16:47:15raptoruhh
16:47:18raptorwaht happened
16:47:23watusimoto1it's got some sort of broken scrolling going on with it
16:47:42watusimoto1I don't want it to scroll!
16:47:53raptoruhh... i don't think i've touched it...?
16:48:31watusimoto1I added it to the running bug list
16:48:33raptorinteresting
16:48:37raptorwhy is it scrolling?
16:48:45watusimoto1too many items?
16:48:57raptorcan't be
16:48:59watusimoto1though it has always been a long menu
16:49:30raptorsee all the wasted space: http://sam686.maxhushahn.com/upload/screenshot_28.png
16:49:51watusimoto1it used to take up the entire screen on Nexus games
16:50:05raptoryes, but it still fit...
16:50:10watusimoto1something is triggering the arrows
16:56:01raptori fixed the core scoreboard rendering
16:56:26raptorlast night
16:56:31raptorjust fyi
16:56:32watusimoto1great
16:56:41watusimoto1just found this, you might be interested
16:56:43watusimoto1static const int arr[] = {16,2,77,29};
16:56:43watusimoto1vector<int> vec (arr, arr + sizeof(arr) / sizeof(arr[0]) );
16:56:53watusimoto1compact way to initialize a vector
16:56:54raptormagic numbers!
16:57:09watusimoto1this isn't from our code
16:57:12raptorinteresting
16:57:21raptorso no loop with push_back?
16:57:26watusimoto1correct
16:57:30raptoris it faster?
16:57:36watusimoto1does it matter?
16:57:43watusimoto1it's compacter
16:57:45raptorof course!
16:57:46watusimoto1easier to read
16:57:53raptoreasier to read is good
16:58:28raptorcompact... may be good depending on the language... :)
16:58:46watusimoto1indeed
16:58:49raptorbut in our case seems fine
16:58:52raptorcool
16:59:06raptorstill curious if it's faster..
17:19:11raptormaybe i'll just test it out...
17:19:23raptorso how did your 8 hour javascript training go?
17:39:09watusimoto1better than I had hoped!
17:40:13raptorgood
17:40:35raptori just did tests on which way was faster at array -> vector
17:40:55raptorby inserting 1 million integers
17:41:34raptorusing push_back(): roughly 15000 - 20000 microseconds
17:42:22raptorising that new way (with sizeof,etc.): roughly 1600 - 1900 microseconds
17:42:25raptor*using
17:43:49watusimoto1 Quit (Ping timeout: 248 seconds)
19:14:41Watusimoto has joined
19:23:47raptorso that crash on Mac is PPC only
19:23:52raptorand it's driving me bonkers
19:29:23Watusimotoyou don't have one of those on your virtual box, eh? :-)
19:32:58raptorha!
19:33:01raptoractually...
19:33:09raptori wonder if I could use qemu to run ppc
19:34:50LordDVG has joined
19:36:29LoneWolfy has joined
19:39:42WatusimotoI am quite sure I have no idea!
19:50:25raptorthe forums have been quiet for over a week
19:50:42raptorquiet = very few posts
19:51:10Watusimotoyes
19:51:12Watusimoto static const string vals[] = {
19:51:12Watusimoto "Level Name",
19:51:12Watusimoto "Level Descr",
19:51:12Watusimoto "Level Credits",
19:51:12Watusimoto "Levelgen Script",
19:51:14Watusimoto "Game Time"
19:51:16Watusimoto };
19:51:18Watusimoto return Vector<const string>(vector<const string>(vals, vals + sizeof(vals) / sizeof(vals[0])));
19:51:20Watusimotowhat do you think of that?
19:51:32raptorha!
19:51:39raptorlooks good
19:51:46Watusimotosure does!
19:52:32raptorin fact - maybe we could add a constructor for Vector(T *array)
19:52:43raptoror something like that
19:53:18Watusimotothat 's a good idea
19:53:18raptordid you see the results of my timed tests with using that new way for array to vector?
19:53:37Watusimotono, did you paste them here, while I was chatting with my boss?
19:53:45raptorproabably, here:
19:53:47raptor[10:40] <raptor> by inserting 1 million integers
19:53:49raptor[10:41] <raptor> using push_back(): roughly 15000 - 20000 microseconds
19:53:50raptor[10:42] <raptor> ising that new way (with sizeof,etc.): roughly 1600 - 1900 microseconds
19:54:02Watusimotoah, not too surprising!
19:54:26Watusimotowell, the magnitude is a little surprising
19:55:53raptoryeah... crazy
19:56:05raptori'm thinking we can probably use it in several places...
19:56:12raptorlike building polygons for clipper
20:01:21Watusimotoperhaps in defining messages for various error displays?
20:02:19raptorsure
20:02:58raptorwant me to program the constructor?
20:03:03Watusimotosure
20:03:16Watusimotoit will be useful
20:09:35raptorwhere is a place in the code i can test it?
20:10:20Watusimotowhile you are at it, would you create a new insert function that takes an index and a value?
20:10:28Watusimotoah, place to test...
20:10:43Watusimotowait about 15 minutes, and I'll check some code in where you can test it
20:10:51raptorokey doke
20:13:09WatusimotoYou;ll have a place to test the insert function as well :-)
20:13:34raptorplease explain your insert function a little more
20:14:15raptorwe have insert()
20:20:36raptorhttp://pastie.org/3474625
20:20:44raptorbetter backtrace on PPC ^^
20:27:30Watusimotothis seems lame:
20:27:38Watusimotoitems.insert(i - 1);
20:27:38Watusimoto items[i - 1] = "Flag Return Time";
20:27:51Watusimotodoes that explain the insert?
20:28:07raptorwhat
20:28:33WatusimotoI'd rather do items.insert(i - 1, "Flag Return Time");
20:28:40Watusimotothan do it in two steps
20:28:48raptorahhh, ok
20:29:06Watusimotoas for the backtrace, all I can say is f'n oglconsole
20:29:15Watusimotothat heap of crap has caused us no end of problems
20:29:24raptorhaha - i thought you liked it?
20:29:27Watusimotoit was advertised as "never fail"
20:29:31raptorah
20:29:35raptorhigh expectations
20:29:41Watusimotothe author is a liar
20:29:51Watusimotonever work, more like it
20:30:31Watusimotoah, so it;s when logprintf logs to the console
20:30:47raptori wish i could get line numbers with that version of gdb...
20:31:19raptormaybe the fix is to just disable the offending log message :)
20:32:07Watusimotoyes, line nums would be helpful
20:32:15Watusimotoand yes, maybe disable it on PPC
20:32:32Watusimotodo you know which message?
20:32:50Watusimotoah, during shutdown
20:32:53Watusimotoeven better
20:32:55raptorit is a debug message that i have for mac os x when trying to save teh window position
20:33:07Watusimotowho cares what goes tot he console when shutting down?
20:33:17Watusimotomaybe it's a delete order issue
20:33:27Watusimotoconsole gets deleted before getting written to
20:33:46raptori'm going to delete the offening message, recompile, and see if the crash still occurs
20:33:56Watusimotomaybe the console's destructor (if it has one, being C I'm not sure) could disable subsequent logprintfs that go to oglconsole
20:34:01raptorthat makes sense
20:34:35Watusimotonot sure if C has destructors though
20:34:45raptornegatory
20:34:52LordDVG Quit (Remote host closed the connection)
20:35:01Watusimotowell, wherever we delete the object
20:36:38raptori think the solution is to not call debug statements after OGLCONSOLE_Quit();
20:37:23Watusimotoor just disable the console logging at that point
20:37:44Watusimotowe still want our "Bye!" after all! :-)
20:38:13WatusimotoYou could also try not running ogl*_quit and see if that fixes the problem
20:41:47raptorha! fixed
20:42:29Watusimotoby doing what?
20:43:20raptorby calling OGLCONSOLE_Quit(); as the last thing before teh SDL_QuitSubSystem(SDL_INIT_VIDEO);
20:45:41Watusimotogreat
20:45:48Watusimotoalso you prob. saw this:
20:45:49WatusimotogOglConsoleLog.setMsgTypes(LogConsumer::LogNone); // Avoids annoying shutdown error
20:45:54koda has joined
20:46:03raptoryes, i moved that up a little :)
20:46:06Watusimotomaybe move that up to before you close the console, just for good form?
20:46:09Watusimotoah, ok
20:46:20WatusimotoI see we encountered this issue before
20:48:38raptorok pushed
20:52:57BFLogBot - Commit 7d90fb2c4fd8 | Author: buckyballreaction | Log: Fix crash on Mac PPC caused because of logging going to oglconsole after it was shutdown
20:55:35raptorvector insertions are expensive, aren't they?
20:55:41Watusimotoyes
20:56:00Watusimotobut, if the vector is short, not too expensive
20:57:40raptorok, i wrote the insert piece into Vector, too
20:58:19sam686 has joined
20:58:19ChanServ sets mode +v sam686
21:04:08karamazovapyanyone have any experience with blogger or any other blog platforms?
21:04:25raptorunfortunately, yes
21:04:35karamazovapythoughts?
21:04:38raptorif your doing your own, use wordpress
21:04:52karamazovapyokay
21:05:10karamazovapyI'm thinking about starting a development blog for my music venue
21:05:32raptoroh
21:05:34raptorsorry
21:05:49raptor'doing your own' to me = running your own blog software on a server
21:06:02karamazovapythat's an option
21:06:09raptorif you use third party hosted blog software, blogger or wordpress are both good
21:06:15raptorand i don't have a preference
21:07:11karamazovapythings are going to start picking up in march, so I thought I might create a bit more of a web presence
21:07:23raptorcool
21:07:45raptorwell, if you do your own software on a server, word press is slick
21:07:49raptorwordpress
21:08:02karamazovapyright - I'm familiar, but not intimately
21:10:43raptorsam686: how much traffic do you run on your 'Bitfighter sam686' server?
21:10:48raptorlike GB / month
21:20:48Watusimotojust pushed some code that has a place for the new constructor and new insert functions to go
21:21:28raptorWatusimoto: I like your new Core health idea, but it needsok
21:21:31raptorok
21:21:38raptoroops, merged two thoughts
21:22:11Watusimotoneeds work?
21:22:19WatusimotoI certainly think it does
21:22:27raptori like the Core health idea, but it needs some visual changes... not sure what yet
21:22:33WatusimotoI fully agree
21:22:35raptormaybe thinner bar? and solid
21:22:49Watusimotomaybe, or maybe shorter?
21:22:54raptorand not have the bar go so far out to the edge
21:22:59Watusimotoyes
21:23:06Watusimotohence... shorter :-)
21:23:09raptormaybe a shrinking trapezoid?
21:23:23raptoror slight color difference
21:23:36raptoralpha change, maybe
21:23:57Watusimotoi was thinking of making it have a color gradient; blue to darker blue
21:24:09raptoryeah
21:24:18raptorbut i like the eidea
21:24:20raptoridea
21:24:23WatusimotoI'll make another pass soon, maybe tonight
21:24:34WatusimotoI expcet several more iterations before we get it right
21:25:37raptori can't seem to pull your changes
21:25:57raptorthey aren't server side yet
21:31:19karamazovapywhen's 017 gonna drop? ballpark?
21:32:11karamazovapyI was thinking about doing a level design contest, but if core changes are going to come before the deadline it makes those levels kind of pointless
21:34:41raptorwhat do you think Watusimoto? a week?
21:40:38Watusimotomaybe a week
21:42:06raptordid you push your changes?
21:46:21Watusimotodid but it failed... forgot your fixes
21:46:39raptor*gasp*
21:48:03BFLogBot - Commit 743d9af2d0dd | Author: watusim...@bitfighter.org | Log: Reduced duplication in GameParameter menu items
21:48:04BFLogBot - Commit 462259643ef9 | Author: watusim...@bitfighter.org | Log: Merge
21:48:15Watusimotofinally!
21:49:19raptorok, where do i test the new constructor and insert() methods?
21:57:14Watusimotocstr in GameType::getGameParameterMenuKeys
21:57:33Watusimotoinsert in RabbitGameType::getGameParameterMenuKeys
21:57:56Watusimotoand NexusGameType::getGameParameterMenuKeys
22:00:25raptorif i pass in the array as a constructor parameter, do i have to pass in the size, as well? or can it figure it out?
22:07:35Watusimotono
22:07:47raptorno to which?
22:07:53Watusimotoreturn Vector<string>(vector<string>(vals, vals + sizeof(vals) / sizeof(vals[0])));
22:08:17Watusimotoin that statement, sizeof(vals) / sizeof(vals[0]) gives the arry length
22:08:27Watusimotosince all elements are the same size
22:08:28raptoryes
22:08:37Watusimotoso it can figure out the length of the array
22:10:44raptori'm struggling with the constructor definition: Vector(const T *array)
22:10:48raptor^^ doesn't seem to work
22:11:30Watusimotooh boy, a T...
22:11:48raptoryep
22:11:49Watusimotowhat's the whole constructor signature?
22:12:02raptori've made this:
22:12:04raptortemplate<class T> inline Vector<T>::Vector(const T *array) // Constructor to wrap a C-style array
22:12:05raptor{
22:12:07raptor innerVector(array, array + (sizeof(array) / sizeof(array[0])));
22:12:08raptor}
22:12:37Watusimototemplate<class T> inline Vector<T>::Vector(const T array[]) ??
22:15:07raptorcompiler makes that an *array
22:15:10raptorweird
22:15:17raptorit is only getting the first value of the array
22:15:29raptori bet array size is lost when out of scope?
22:16:27Watusimotohuh
22:16:35Watusimotomaybe...
22:17:02Watusimotomaybe that's why the innerVector needs to pass array size
22:17:20Watusimotoso I guess we need to pass the number of elements
22:17:33Watusimotoactually yes, that makes sense
22:17:38Watusimotosucks, but makes sense
22:19:16LoneWolfy Quit (Read error: Connection reset by peer)
22:19:31raptoryep, that was it
22:19:32Watusimotobut if it's a static array, like in this case, we can use the ARRAYSIZE() macro
22:20:02Watusimotoright because the array is just a pointer to memory
22:20:12Watusimotono way of knowing how many elements are there
22:20:35raptorok, it works now
22:20:39raptornow to test insert...
22:22:00Watusimotoso we have this now?
22:22:01Watusimotoreturn Vector<string>(vals, ARRAYSIZE(vals));
22:22:06raptoryes
22:22:12Watusimotomuch better
22:29:46raptorok pushed changes
22:29:53raptoryou'll have to recompile tnl
22:30:02raptorVector is everywhere
22:30:09Watusimotooh boy
22:31:43raptorkaramazovapy: is the 2 min flood interval the main reason for the lack of non-off-topic posts?
22:31:48raptordo you think?
22:33:13BFLogBot - Commit 81b036e96be6 | Author: buckyballreaction | Log: Vector additions: - constructor that can take a C-style array - insert method that takes the object to insert
22:33:14BFLogBot - Commit cf8287a7738c | Author: buckyballreaction | Log: Use new Vector methods in getGameParameterMenuKeys()
22:37:17Watusimotowe need to find some items on our game params menu we can shove into a submenu
22:37:34Watusimotonot necessarily now, but the menu is FULL
22:37:56raptoror shrink text?
22:39:59Watusimotowell, we have a case for creating a robot menu... maybe the robots yes/no setting could be on a robots submenu
22:42:07Watusimotomaybe there's a way to merge min and max players settings
22:42:14Watusimotoor maybe we can retire those altogether
22:42:23Watusimotodon't know if anyone ever used those
22:42:32raptori'd ask karamazovapy
22:42:46Watusimotoyes, and sam
22:43:04Watusimotoanyway, not a decision for tonight
22:43:15raptori've thought for a while, that there should be a server min players parameter
22:43:16BFLogBot - Commit 1f5f2834fa48 | Author: watusim...@bitfighter.org | Log: Fix scrolling on Game Parameters menu i.e. make sure there is none
22:43:18BFLogBot - Commit 32e6c2fccd3a | Author: watusim...@bitfighter.org | Log: Merge
22:43:22raptorso bots can fill in the rest..
22:47:47Watusimotogood idea
22:48:06raptorgameplay question
22:48:29raptorif you are bumped against a forcefield, right now, enemy shots cannot do damage
22:49:04raptorkaramazovapy thinks that phaser shots should still do damage if you're bumped against a forcefield like in 015a
22:49:56Watusimotolike you are one one side, the shooter on the other?
22:50:04raptoryes
22:50:28WatusimotoI think that was a bug in 015a (and before)
22:50:36raptorit was
22:50:42raptorit was a geometry rounding error
22:50:45Watusimotonot a feature
22:51:01Watusimotoah
22:51:05Watusimotointeresting
22:51:15raptorbut karamazovapy thinks you should be able to keep ships on the other side from hanging out at the forcefield
22:51:27raptorhe always thought of it as a feature
22:51:50Watusimotokind of like standing next to a sheet of plastic wrap
22:51:59Watusimotoyou can still get punched through it
22:52:04raptorhaha, yeah
22:52:10Watusimotoeven if it stops a punch further away
22:52:35raptorbursts go through ffs
22:52:42WatusimotoI am not averse to putting it back, but there should be some visual effect showing the damage is intentional
22:52:42raptori mean burst blast damage
22:52:46Watusimotoright
22:52:51Watusimotodidn't know that
22:53:11Watusimotowhat if the ff deformed slightly when struck with phaser?
22:53:22raptorwell, i'm not quite sure how to put it back (easily)
22:53:37Watusimotoyou know where it got fixed, right?
22:53:53raptorsam686 mentioned it somewhere
22:53:59raptorstill looking for the revision..
22:54:15Watusimotowhat if when a ff was struck with phaser, it took on a slightly v shape
22:54:40Watusimotothe tops of the v being where it attaches to the projector and wall, and the point being where it got shot
22:54:54Watusimotobut the ff only deformed by a pixel
22:54:54raptorthat seems odd to me...
22:55:05Watusimotomaybe it would be
22:55:28Watusimotoor what if it just "collapsed" inward around the point where the shot struck?
22:55:33Watusimotojust for a second
22:56:04raptori'm trying to weigh the visual effect work against the desired behavior...
22:56:08raptorin my head
22:56:26Watusimotoright
22:56:33raptorand i think i'd just settle for the damage somehow breaching the forcefield slightly at the point of contact
22:56:45raptorbut not sure how to do that..
22:59:29Watusimotoor even if we should...
22:59:36Watusimotoit is counterintutive
22:59:39raptoryep
22:59:42raptorexactly
22:59:48Watusimotoand really, you just move away from the ff and you are safe
23:00:07Watusimotoit doesn't really make much difference in gameplay
23:00:19raptorwell, it guarantees they won't stay on top of it
23:03:21BFLogBot - Commit e8b0b71fbc83 | Author: watusim...@bitfighter.org | Log: Restrict plazers from using %s in their name
23:03:33raptorok, i gotta run
23:03:40raptorhaha, misspelling in commit message
23:04:00Watusimotoit is not
23:04:06Watusimotoa mispelling
23:04:23raptor:)
23:04:33raptorok, see you later
23:04:35Watusimotoit's the result of stupid windows switching my keyboard to swiss when I commit
23:04:41Watusimotolater
23:04:42raptor Quit ()
23:13:24BFLogBot - Commit a16e8d559d08 | Author: watusim...@bitfighter.org | Log: Update help

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