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| 01:55:14 | sam686 | question on HeatSeekerProjectile constructor, if it runs MoveItem(pos, true, mRadius, mMass) constructor first, then "mRadius = 7;", what does MoveItem mass get inputted as? mRadius = some extremely huge or random value? that makes setExtent(Rect(p, mRadius)); (mExtent) extremely huge value too... |
| 01:55:35 | raptor | hi |
| 01:55:52 | raptor | are you speaking with context from last nights error i kept getting? |
| 01:56:25 | sam686 | yes, that might be the cause of buggy mExtent being some odd number.. |
| 01:56:30 | raptor | hmmm |
| 01:56:53 | raptor | i did the same thing as burst.. i thought |
| 01:56:57 | raptor | but you may be right |
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| 02:08:27 | raptor | i get the same error with Burst too sometimes |
| 02:08:39 | raptor | why do we pass the radius in the constructor like that? |
| 02:09:47 | sam686 | don't know, the same problem was there on BurstProjectile before all your HeatSeeker changes |
| 02:18:34 | sam686 | The problem with Burst (was named GrenadeProjectile) started in... Changeset: 120 (dba7eae7dd40) Lua Projectile stuff still not working, but making possible progress. |
| 02:18:50 | raptor | wow |
| 02:20:17 | sam686 | I think I recently added that TNLAssert in GridDatabase checks about mExtent == extent, i think between 017 and now.. |
| 02:26:35 | raptor | ahy |
| 02:26:36 | raptor | ah |
| 02:26:45 | raptor | maybe that's why i hit it sometimes... |
| 02:26:57 | raptor | i don't remember hitting it before 017 |
| 02:27:45 | sam686 | mRadius was uninitalized number, which might be random, sometimes huge number.. |
| 02:28:21 | sam686 | simple, I didn't have TNLAssert(theObject->mExtent == extents, "extents does not equal"); before bitfighter 017 |
| 02:31:42 | sam686 | I added that extent checks in Revision 4648 (3b8abb1bd972) "Added GridDatabase copy constructor to fix some undo crashing in editor..." |
| 02:50:32 | raptor | hmm, ok - that means that we've had this potential problem for a long, long time |
| 02:50:51 | raptor | on a different note... |
| 02:51:20 | raptor | let's say we have object A and B, and object A hits B |
| 02:51:37 | raptor | is there an easy way to know in class A that it hit object B? |
| 02:52:17 | raptor | in class B we know that object A hit it through damageObject() methods... |
| 02:54:39 | sam686 | usually, object A is what call B->damageObject |
| 02:55:48 | raptor | yes, sorry - that was a bad example |
| 02:56:19 | sam686 | oh what, object A hit the barrier? |
| 02:56:38 | raptor | more like object A (heat seeker) hits B (ship) |
| 02:57:00 | raptor | do we not have a central way of doing collision checking |
| 02:57:01 | raptor | ? |
| 02:57:11 | raptor | i thought we did... |
| 02:57:50 | sam686 | you could look at how Asteroid works, also in MoveObject::computeCollisionResponseMoveObject |
| 02:59:02 | raptor | that's the one |
| 03:03:44 | raptor | MoveObject::findFirstCollision |
| 03:43:46 | | BFLogBot - Commit c31d1ae86a6f | Author: buckyballreaction | Log: Remove useless forward declaration |
| 03:43:47 | | BFLogBot - Commit 14f91a4a3058 | Author: buckyballreaction | Log: Get rid of some dynamic_casts |
| 03:45:43 | raptor | every dynamic_cast removed make for better performance |
| 03:45:53 | raptor | i will fight them!! |
| 04:09:02 | | BFLogBot - Commit 11ed5a99731f | Author: buckyballreaction | Log: A couple more dynamic_casts bite the dust |
| 05:11:36 | raptor | night! |
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| 05:54:21 | sam686 | my computer's libsdl/SDL2/SDL/stdinc.h line 618 somehow have " ���� ...);" throwing compile error ... maybe my computer RAM or something going bad? |
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| 09:21:30 | | BFLogBot - Commit 2aadaec3abba | Author: sam8641 | Log: Worm is more colorful, can now be destroyed, and no longer go through walls. |
| 09:21:32 | | BFLogBot - Commit 1fc55c16a045 | Author: sam8641 | Log: MoveItem(... mRadius, mMass) constructor runs first, won't work when mRadius not set. |
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| 17:33:08 | raptor | hi sam686 |
| 17:33:51 | raptor | how do you add a Worm? (what is the appropriate level line? |
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| 18:17:40 | sam686 | http://sam686.maxhushahn.com/upload/worm1.png |
| 18:18:05 | raptor | cool |
| 18:19:16 | sam686 | as for a level line, just add a "Worm 0 0" |
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| 18:23:01 | raptor | neat |
| 18:35:18 | raptor | heat seeking turrets are evil |
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