Timestamps are in GMT/BST.
| 00:25:17 | raptor | any recent good ideas for a non-animated sensor indicator on ship? |
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| 02:42:41 | sam686 | the bottom scrolling thing says "Welcome to the best Bitfighter ever!" doesn't say anything about the big bitfighter battle. |
| 03:07:25 | raptor | i shoudl update... |
| 03:10:38 | raptor | ok message changed |
| 03:29:04 | sam686 | broken #define vsnprintf vsnprintf_s in ClientGame.cpp |
| 03:29:14 | sam686 | the fix is, #define vsnprintf(a,b,c,d) vsnprintf_s(a,b,b,c,d) |
| 03:29:24 | sam686 | but, how is that suppose to be more secure? |
| 03:29:36 | raptor | i don't know anything about that.. |
| 03:36:57 | sam686 | found something about one answer about the safe / unsafe http://stackoverflow.com/questions/2169016#answers All it says is to print and burn it, but I don't have a printer.. |
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| 08:57:29 | | BFLogBot - Commit d6d81b812007 | Author: sam8641 | Log: remove define vsnprintf vsnprintf_s to avoid compile errors and disable specific warning, How is "vsnprintf_s" suppose to be safer then "vsnprintf"? |
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| 09:39:53 | Watusimoto | http://www.radicalplay.com/madcars/music.html |
| 09:41:07 | Watusimoto | I added the #define to kill a warning -- I thought that addressing it that way might be better than simply suppressing the warning as I have done in the past |
| 09:41:30 | Watusimoto | it compiles fine on VC++ 10 |
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| 15:19:28 | raptor | music! |
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| 17:35:06 | Watusimoto | I may take a look at the music on my holiday! |
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| 18:17:31 | raptor | when are you going again? |
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| 18:47:45 | raptor | possible sensor indicator: http://sam686.maxhushahn.com/upload/screenshot_24.png |
| 18:47:54 | raptor | when cloaked: http://sam686.maxhushahn.com/upload/1screenshot_25.png |
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| 19:42:17 | raptor | thoughts? anybody? |
| 19:47:26 | sam686 | i don't know, i feel like I liked the old non-passive sensor way with seperate spybug weapon, going passive on sensor make the sensor sound none of the time or all the time? |
| 19:47:54 | raptor | sound should be none of the time... |
| 19:47:57 | raptor | i think |
| 19:53:52 | raptor | i completely forgot about the sound |
| 19:54:08 | raptor | (since i always play without..) |
| 19:55:45 | raptor | Watusimoto, what do you think about the sensor sound? Since sensor is passive now, should we get rid of it completely? |
| 20:02:30 | sam686 | i don't know, I kind of like the sensor sound.. |
| 20:07:46 | Watusimoto | yeah, no sound |
| 20:07:50 | Watusimoto | maybe we can recycle it for a spybug sfx |
| 20:08:09 | raptor | good idea! |
| 20:08:31 | Watusimoto | either laying or when you approach one or something |
| 20:08:32 | Watusimoto | because I too like the sound |
| 20:11:21 | raptor | we have a cloak sound?! |
| 20:13:41 | Watusimoto | I don't think so... there a sound would make sense |
| 20:13:42 | Watusimoto | though a subtle one |
| 20:14:18 | raptor | there's one there... |
| 20:14:25 | raptor | very subtle, i hadn't noticed it before |
| 20:14:49 | raptor | also the sensor sound is the same one repeated 4 times, maybe cut it up for spybug placement? |
| 20:16:40 | Watusimoto | I hate lua |
| 20:17:00 | Watusimoto | you could try that |
| 20:17:17 | raptor | oh the sacrifices for a fast scripting language... |
| 20:20:00 | sam686 | maybe the enemy's passive sensor makes noise with the usual animated sensor only when you using cloak? |
| 20:20:30 | Watusimoto | that's an idea |
| 20:20:41 | Watusimoto | ooohhhh |
| 20:21:03 | raptor | not sure i understand... but probably because i got little sleep last night |
| 20:21:14 | Watusimoto | when we do mine detection, if there is a mine in the area, but you haven;t discovered it yet, and you have sensor, we can have the sensor alert as well |
| 20:21:39 | Watusimoto | he's saying that when a cloaked ship is discovered, animate the senspr |
| 20:21:59 | Watusimoto | or maybe it;s not :-) |
| 20:22:27 | raptor | interesting |
| 20:22:48 | sam686 | I was thinking of, enemy any ship's passive sensor if your ship using cloak |
| 20:22:50 | raptor | so it would alert both cloaker and detector at the same time when they're in range |
| 20:23:07 | sam686 | animate (not enemy) |
| 20:23:32 | sam686 | or both, maybe.. |
| 20:23:43 | raptor | so you like that idea Watusimoto? |
| 20:24:00 | raptor | sam686 you're saying only if you're the cloaker do you see it? |
| 20:24:16 | raptor | (because the sensor would show you the ship already) |
| 20:24:50 | sam686 | yes, but then I am not sure if it should animate on your ship when detecting enemy cloak.. |
| 20:25:57 | Watusimoto | I'm confused now |
| 20:26:20 | raptor | so if you are the cloaked ship, when you are in range of the sensor, animate it on the enemy ship |
| 20:27:38 | raptor | i'm ok with any of these ideas, but let's come to a consensus before i code them :) |
| 20:33:59 | Watusimoto | so the cloaked player knows they've been spotted, and who spotted them |
| 20:34:22 | Watusimoto | sure, it's worth a shot |
| 20:34:28 | Watusimoto | might be good |
| 20:37:13 | raptor | would i still use the sensor sound? |
| 20:37:56 | sam686 | sure, sensor sound whenever the animated sensor is there.. |
| 20:38:03 | raptor | ok |
| 20:45:01 | raptor | i like the idea with the mines, too |
| 20:45:13 | raptor | but that'll have to wait for another release.. |
| 20:45:37 | Watusimoto | sure |
| 21:11:31 | raptor | wow, if you want to see a project that goes overboard with using boost, check out freeorion |
| 21:15:40 | raptor | which i may have mentioned before, now that i think about it... |
| 21:24:08 | Watusimoto | alright, I'm heading to bed soon... early morning |
| 21:24:49 | Watusimoto | I hope I haven;t left any big messes |
| 21:26:53 | raptor | night |
| 21:32:34 | Watusimoto | bye |
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