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IRC Log for 2012-07-19

Timestamps are in GMT/BST.

00:21:12BFLogBot - Commit 37df79c4d9f3 | Author: watusim...@bitfighter.org | Log: SetTeam lua method now working, at least for some objects, try to "normalize" the handling of certain attributes in pack/unpack updates
00:21:14BFLogBot - Commit 2bc6d0e79bfc | Author: watusim...@bitfighter.org | Log: Rename gameObject.cpp/h to BfObject.cpp/h
00:21:15BFLogBot - Commit d3fddd5412a1 | Author: watusim...@bitfighter.org | Log: More cleanup of pack/unpack
00:21:17BFLogBot - Commit 586b2cc0e0e3 | Author: watusim...@bitfighter.org | Log: Add Lua methods to NexusZone, not fully functional yet
00:21:18BFLogBot - Commit c1e3b0a5fe30 | Author: watusim...@bitfighter.org | Log: Add Lua methods to NexusZone, not fully functional yet
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02:33:46raptorWatusimoto: are you really awake?
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16:18:58raptorgood day!
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18:43:11Watusimotono
18:43:25Watusimotowell, yes, actually
18:43:30Watusimotobut not at the time
18:43:44raptor doesn't know what you are talking about
18:44:28Watusimotowatusimoto was answering the question you posed at 4:33AM this morning
18:44:38Watusimoto"are you really awake?"
18:46:02raptoroh yeah
19:14:05raptori sadly have had little time to work on bitfighter of late - too much school and life stuff going on :(
19:17:51Watusimotothat's probably good news :-)
19:17:58Watusimotoquick design question:
19:18:32WatusimotoI added 4 new methods to nexusZone (renamed from NexusObject)
19:18:44WatusimotoisOpen, setOpen, setOpenTime, setCloseTime
19:18:55Watusimotoso Lua could control the nexys
19:18:58raptorok
19:19:25Watusimotothough they operate on the nexus object itself, they are really passthroughs to the NexusgameType which is where all that stuff happens
19:19:36Watusimotothese are not nexys-by-nexus methods
19:19:45raptorah
19:19:46Watusimotoso here's the problem
19:20:01Watusimoto1) It seems very natural to query a nexus object about its status
19:20:14Watusimotoand also to set its status
19:20:22Watusimotoand so on
19:20:32Watusimotobut if you do this:
19:20:45Watusimoton = NexusZone.new(); n.setOpen(true)
19:21:18Watusimotoyou get an error (or rather you did before I fixed it) because nexus isn't yet in a game, and so it has no game and thus no gametype to pass the setOpen cmd to
19:21:24Watusimotoso nothing happens
19:21:27Watusimotothis, however, works:
19:21:45Watusimoton=nexusZone.new(); n:addToGame(); n:setOpen(true)
19:22:13WatusimotoI do plan on adding similar methods to NexusGameType (if I can figure out how to make that work)
19:22:23raptorand that is because it is routed through the gametype
19:22:23Watusimotobut the question is should I remove them from NexusZone?
19:22:29Watusimotoyes
19:22:35raptorhmmm
19:23:00raptorso maybe the question is, should a game object contain methods to manipulate itself, or just attributes?
19:23:35Watusimotobut it's not manipulating itself
19:23:40Watusimotothat'st he probelm
19:23:47Watusimotoit's manipulating the gameType
19:23:59raptorohhhh
19:24:03Watusimotobut from the user's standpoint, it's the nexus that they're changing
19:24:29Watusimotoif you want to open the nexus, you want to write code like: n = findNexus(); n:open()
19:24:32Watusimotoor something
19:24:49Watusimotoyou don't want to do g = getGameType(); g.openNexus()
19:25:03Watusimotoeven though the second is really the proper thing
19:25:14raptorhmmm
19:25:27Watusimotounless, of course, we made each nexus open and close on its own schedule
19:25:43Watusimotobut this would mess up the timer display, and be kind of a pain
19:26:13raptor^^ that would allow for multiple nexii with different timers each
19:26:19raptorbut display would be hard
19:27:46Watusimotoyes -- we'd probably need to get rid of the nexus timer display, or display the time of the nearest one or something
19:28:08Watusimotothough it would be cool to have different nexus schedules and different scores
19:28:26raptori think it makes more sense to have each nexus control it's own time
19:28:26Watusimotobut I think the timer display is kind of important
19:28:51Watusimotomaybe
19:29:29raptormaybe we could display the top 2 or 3 nexus timers, add a number to them and number the overlay arrows
19:30:29Watusimotothat would be difficult for players to figure out, I think
19:30:37Watusimotomaybe a timer on the arrow itself?
19:30:55Watusimotoand revert to current timer if all nexii have the same schedule?
19:31:18raptori like that
19:31:20Watusimotothough multiple timers would get jumbled
19:31:30Watusimotoimagine 3 nexii off to the right
19:31:35Watusimotoall kind of in line
19:31:53Watusimotowe'd have to space the timers out a bit
19:31:59Watusimotoand thus the arrows
19:32:28raptoror detect the timer dimensions on the display and make sure they don't overlap
19:33:40raptorrats - i have to go home and study now. sorry
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