#bitfighter IRC Log

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IRC Log for 2012-09-16

Timestamps are in GMT/BST.

00:05:00raptorOK, I *think* I got everything so far. Did I miss anything?: http://beta.etherpad.org/p/018_new_stuff
00:06:16raptori didn't say anything about the hidden ship shapes
00:08:24sam686"Fix blank lobby list on quick rejoins" is a fix on master side (the fix works on existing 017 and 016) which a problem started as an anti-flood master lobby chat area
00:08:34raptoroh yeah...
00:08:36raptori remove
00:08:39raptoror you remove
00:08:43raptorsince anyone can edit
00:18:33raptorWatusimoto: you're even documenting the PERL???
00:18:41Watusimotoyes
00:18:43raptorwhat kind of twisted universe do you come from?
00:18:50Watusimotostrange, I know
00:19:00WatusimotoI want to know how to fix it when it breaks!
00:19:50bobdaducklol
00:19:59bobdaduckgood planning
00:20:03bobdaduckwhat hidden ship shapes.
00:20:04bobdaduckxD
00:22:01raptorthe ones found here are technically still in the code, just no way to actually use them: http://bitfighter.org/forums/viewtopic.php?f=4&t=1447&p=14477&hilit=ship+shapes#p14252
00:23:20bobdaduckSo is anyone going to impliment the whole "Idle for a couple seconds and then your energy regens drastically" thing?
00:23:33bobdaduckI mean, it would be stupidly easy for me to give you guys the code.
00:23:48ChanServ Quit (*.net *.split)
00:24:09raptori don't know... Watusimoto? your thoughts
00:24:20Watusimotosorry dozing off
00:24:40Watusimotowhat's the question?
00:25:08Watusimotoducky's idle question?
00:25:13sam686watch out raptor, if you disconnect, you won't be able to use NickServ / ChanServ until it comes back...
00:25:14raptorfast energy regen after 2 seconds of idle
00:25:34Watusimotowe could try it
00:25:58raptoressentially negates all the loadout zone work
00:26:07raptorexcept the hostile-reduce-energy one
00:26:19Watusimototrue, but I;ve never seen anyone recharging in a loadout zone
00:26:27bobdaduckthat's because
00:26:30bobdaduckloadout zone regen
00:26:37bobdaduckis like 1.05% normal
00:26:39bobdaduckuseless
00:26:44raptorit is faster now...
00:26:48bobdaduckNO ITS NOT.
00:26:50bobdaduckI played.
00:26:56bobdaduckit isn't enough to impact gameplay at all.
00:27:00raptori thought kaen made it twice as fast...
00:27:00Watusimotowhat if iwe made loadout zones into repair depos that repaired damage and did quick energy regens
00:27:33bobdaduckthen it should be a seperate object, and I still don't think it'd really be that big.
00:27:40bobdaducktwice as fast
00:27:42bobdaduck1.1%
00:27:44bobdaducknice.
00:28:02bobdaduckIts faster to keep moving towards the enemy base and regen on the way.
00:28:09ChanServ has joined
00:28:16bobdaduckOnly use of loadout zone current regen is mine spamming or such.
00:28:16Watusimotoso you freeze for 2 secs and energy is instantly refilled, or just refills quickly?
00:28:23koda Quit (Quit: you can't say 'hello' without saying 'hell')
00:28:25bobdaduckit refills quickly.
00:28:27bobdaduckway quickly.
00:28:41bobdaducklike, full energy in two more seconds.
00:28:48Watusimotosure, we could try that.
00:31:37bobdaducklast time I monkeyed with the code was 015 xD
00:32:00bobdaduckstarted getting all these linking errors and never bothered to do anything about it.
00:32:10bobdaduckalso raptor: Here's my shotgun code
00:32:23sam686EnergyRechargeRate (base recharge rate) is 8, movement penalty is -2, your loadout zone recharge rate is + 4, they add up.. 8 + 4 = 12, that is 1.5 times more then if you are not in loadout zone.. (if your ship not moving)
00:32:24bobdaduckin shipweapons.cpp
00:32:37raptorcan you make a pastie?
00:32:42Watusimotook, bed time.
00:32:50bobdaduckWeaponInfo( StringTableEntry("Triple"), 900, 40000, 40000, 550, 850, 0.25f, true, false, ProjectileTriple ),
00:32:54Watusimotonighty night
00:33:02bobdaduckcase WeaponTriple: // Add three bullets! { Point velPerp(projVel.y, -projVel.x); velPerp.normalize(200.0f); (new Projectile(weapon, firePos, projVel + velPerp, shooter))->addToGame(shooter->getGame()); (new Projectile(weapon, firePos, projVel - velPerp, shooter))->addToGame(shooter->getGame()); velPerp.normalize(400.0f); (new Projectile(weapon, firePo
00:33:23raptorflood protection lost a lot of that
00:33:25bobdaduckgranted, my source is totally broken right now and I can't make sure that's the code
00:33:34raptoruse http://pastie.org
00:34:00bobdaduckhttp://pastie.org/4729412
00:34:21bobdaduckI only modified two chunks, that I recall
00:34:27raptorgood
00:34:32raptori can adapt that
00:35:05bobdaduckI dunno if that'll work.
00:35:08bobdaduckI might have changed more.
00:35:31bobdaduckSomewhere in the code I probably replaced "triple" with "shotgun"
00:35:32bobdaduckxD
00:35:42raptor9?
00:35:48sam6866 bullets is not really called a Triple, more like DualTriple....
00:35:57raptor9 or 6?
00:36:21bobdaduckI didn't want to break any code so I didn't modify the variable names or nothin'
00:36:24bobdaduckI DON'T KNOW
00:36:32raptorheh
00:36:33bobdaduckThis might be a different version with less bullets.
00:36:53bobdaduckwhen I try to run it I get all kinds of linking errors.
00:38:01bobdaduckIn the lua/robots/UI stuff. So I didn't bother trying to fix them xD
00:38:08Watusimoto Quit (Ping timeout: 272 seconds)
00:39:14sam686linking error... on which HG revision, and is it modified / which was modified? using Visual 2010 or Visual C++ 2008?
00:39:26bobdaduckSometime next week I'll probably want someone to help me get the code working again, I forgot how.
00:39:46bobdaduckon the 015 build revision, silly.
00:39:52sam686linking errors probably means you didn't include all the needed .cpp files
00:40:09bobdaduckhttp://pastie.org/4729429
00:40:12raptoryeah, i'd drop 015
00:40:20raptori'll adapt it in a bit...
00:40:21bobdaduckLast time I worked with the source.
00:40:52bobdaduckAfter that the way of downloading it (used to be tortoise svn or some such, now its different) changed and I never learned how.
00:41:35raptorget tortoiseHG
00:41:36sam686you could Zip all the files in the Zap directory and send it to us to look at it?
00:41:41raptornah
00:41:53raptorhis pastie is perfect
00:42:21sam686if that pastie is only thing changed, then nevermind sending the entire files
00:42:32bobdaduckIt was a really easy mod.
00:42:44bobdaduckIf I got a new copy of the current source, it'd be fairly easy to redo it.
00:43:17bobdaduckAnyway I gotta go.
00:43:23raptorget tortoiseHG to get the soy\urce now
00:43:29raptorsource
00:43:42bobdaduckUnknown is waiting on me to go to his party xD
00:43:49bobdaduckI'll figure it out next week or something.
00:43:59raptorok cool
00:44:02sam686after installing turtoiseHG, right click, and tortoiuseHG, Clone, and paste the URL in the source
00:44:09raptorand send the energy code too
00:44:19bobdaduckI'll have him send it to someone on the forums.
00:44:20bobdaduckthat work?
00:44:38raptoryep
00:44:50sam686if the attachment too big, you need a place to upload...
00:44:51bobdaduckI'll have him send it to you shortly.
00:44:55raptorcool
00:45:00bobdaduckHeck he could send it as plain text.
00:45:17bobdaduckAnyway he'll figure it out.
00:45:22bobdaduckkeep an eye on your inbox.
00:45:26bobdaduckANYWAY SEEYAL
00:46:03raptorbye
00:48:20bobdaduck Quit (Quit: Page closed)
00:49:25raptori'm still not completely sold on the shotgun idea - seems like it'd make cloakers too powerful...
00:51:51sam686In another thought, more shooter game use the word "Shotgun" instead of "Triple"
00:54:08sam686Almost reminds me of cloak in Battletanks, A giant player machine who used cloaked squish a tiny player machine..
00:54:25raptorhaha
01:21:05raptorok taking a break, i'll be back later
01:26:51raptor Quit ()
03:52:44BFLogBot - Commit 7f3a3adb656a | Author: sam8641 | Log: Fixed Turret kill score on Team Bitmatch.
03:52:45BFLogBot - Commit 2cda77b64ab6 | Author: sam8641 | Log: Fix CoreGameType Scoring, no more Negative, only count how many are left per team.
06:04:27raptor has joined
06:04:27ChanServ sets mode +o raptor
06:04:48raptorhi sam686, i saw your Core change
06:05:17sam686Notices anything different on the wiki running bug list?
06:05:38raptorha!
06:05:42raptorlooks good!
06:05:57sam686a small style change on bitfighter.css is all it took..
06:06:23raptori like it
06:06:26raptormuch nicer to read
06:06:53raptoron the Core change you made: I don't think the scoring handles neutral/hostile Cores?
06:07:05raptorwhich should be added to every ones score
06:07:13sam686it doesn't, it only counts on what ever is left
06:07:38sam686it makes less confusing on looking at bottom right vs score board
06:08:19sam686we still use the individual player scores for game reports / player reports
06:09:15raptorsorry, i mean the team score
06:09:17sam686I don't think http://bitfighter.org/stats/stats.php even reads any of Team score, Team stats..
06:09:28raptori don't htink so either
06:09:56raptorbut i mean, the neutral/hostile Cores should be added to the team score of everyone (I think that's how it used to be done)
06:10:19sam686Team score don't make much sence, on 017 it is always less then or equal zero
06:10:34sam686after all, the team with the most score still wins, right?
06:11:16sam686in Core, game finishes when only one team have core left, and that one team have positive score and others have zero for my changes
06:13:24raptorcome test my level with me
06:13:28sam686ok
06:23:38raptorlook at score: http://sam686.maxhushahn.com/upload/1screenshot_26.png
06:25:15raptorand ending scoreboard: http://sam686.maxhushahn.com/upload/1screenshot_27.png
06:29:37sam686ok, the Core score problem should be fixed, commited / pushed
06:33:01BFLogBot - Commit 179590c6fd3a | Author: sam8641 | Log: Fix client side shouldn't change score, desyncing score with server.
06:38:42sam686good night..
06:38:45raptorok good night
06:38:49raptor Quit ()
06:47:52ChanServ Quit (*.net *.split)
07:18:06BFLogBot - Commit 8071fb71f741 | Author: sam8641 | Log: Add Core checks in editor, each team need to have one or more cores.
08:35:37-mrmist- [Global Notice] - We've had some hardware problems this morning on the server that hosts services for us. We're currently working on moving services to another host. In the meantime, nickserv, chanserv etc. are not available. Thanks for your patience and thanks for flying freenode.
08:51:36Watusimoto has joined
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16:42:51Watusimoto Quit (Ping timeout: 268 seconds)
16:54:37LordDVG has joined
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18:44:16raptor has joined
18:44:16ChanServ sets mode +o raptor
18:46:26raptorok ok
18:46:28raptorsoooo....
18:47:01raptorenergy recharge
18:47:11raptori'm about to code a radical change
18:51:30sam686I think the compiler get confused in this C++ template case: http://sam686.maxhushahn.com/upload/text1209/120916_13-09-58.txt
18:51:59sam686the "greater then" sign conflicts when template closing sign..
18:53:16raptorha
18:53:25raptorthat's confusing just to look at
19:01:18Watusimotoso I found this note sitting in a stack of papers hastily shuffled together before my trip to the US
19:01:29Watusimotoit says "levelgens subscribing broken"
19:01:42Watusimotoso... I guess the issue last night was a known bug!
19:01:46raptoryes, i'd say that that is informative
19:11:22raptorI'm starting to wonder about the utility of declaring enums and static const U32/S32 in headers: every change triggers a recompile of more classes than needed
19:22:47raptorall right
19:23:06raptori'm about to commit the energy 'rechargeidlecycle'
19:23:22raptor(recharge super fast after 2 seconds of idle
19:24:41raptorany objections?
19:27:52raptorforever hold your peace....
19:28:04sam686idle to recharge energy kindof makes more players sit and idle instead of battle, expecially on ctf
19:28:48sam686oh and, faster repair of your turrets..
19:29:18raptorwell... Watusimoto said to try it...
19:29:31raptoreasy revert if it's horrible...
19:29:41sam686maybe, not sure how it will play out...
19:29:57Watusimotoif it's fast enough, it will not delay people too much
19:30:07Watusimotobut if it does encourage laziness, then we'll have to axe it
19:30:31raptorok
19:30:34raptorthe deed is done
19:32:56raptorwhat about bobdaduck's idea of turning triple into 6 bullets, and it would be a one hit kill if you are at point blank range?
19:33:57sam686one hit kill is kindof too easy for cloakers...
19:34:09BFLogBot - Commit 513da1d8c24b | Author: buckyballreaction | Log: If ship is completely idle, recharge energy at a faster rate after a short pause
19:34:45raptoryeah - he kept insisting that it was still hard for cloakers because point-blank was difficult with the spread he gave the bullets
19:34:49sam686kindof like on Battletanks, a giant machine who cloaked is too easy to squish another player's tiny machine, unless you look at the other screen in a split screen multiplayer...
19:35:01raptorha
19:38:47sam686well, maybe it might be fun with more bullets, but more damage up to one hit kill, maybe if the "Shotgun" instead of "Triple" fires slower..
19:40:50raptorhttp://sam686.maxhushahn.com/upload/screenshot_29.png
19:40:51raptorhttp://sam686.maxhushahn.com/upload/screenshot_30.png
19:41:00raptor^^ that is the spread he's talking about
19:41:25raptorand yes, it fires about once a second
19:43:07sam686Maybe it is worth making that a new "Shotgun" weapon and then maybe deside whether or not to keep Triple weapon..
19:45:35sam686Since We have a player report that can read weapon stats, we can see who uses it by how much, if we have both Triple and Shutgon..
19:50:09raptorwell, i haven't even heard Watusimoto's opinion if we should even try a weapon like that...
19:50:47Watusimoto6 shot triple seems kind of... excessive
19:51:16raptorthe purpose is a shot-gun like weapon that can only kill at point blank range (with 1 shot)
19:52:03raptori'm still not sold on the idea - bobdaduck things triple and bouncer are completely useless
19:52:06Watusimotowhy not have a weapon whose power drops with range
19:52:07raptor*thinks
19:52:17Watusimototriple is underused, that's for sure
19:52:17raptorWatusimoto: good idea!
19:52:30raptorit could only be a couple shots
19:52:39raptoror one bullet
19:52:49raptorpower drops with time it's been alive
19:52:50WatusimotoI also have an idea for a "reverse repair" that works without aiming as long as an enemy is within range
19:53:07raptorreverse repair? is that a weapon
19:53:13Watusimotocould be, yes
19:53:28Watusimotoit would work much like repair does, attacking all targets within range
19:53:30raptoroh, health drain
19:53:34Watusimotobut with a very short range
19:54:06Watusimotothat would be my choice for a next weapon
19:54:36Watusimotomaybe a weapon that reduces with range could be called fireball, and could be a large projectile that gets smaller as it goes
19:54:41Watusimotoshowing its reduced power
19:54:49raptorare we still considering releasing heatseeker?
19:55:08WatusimotoI haven't tried it yet; but if it works well, then we could try it for a release
19:55:34WatusimotoI am hoping to have a relateively short cycle btwn 018 and 019, where I could do more lua that I am not going to get done for 018
19:55:37sam686HeatSeeker appears to work quite well, but doesn't look good with just a red sideways triangle
19:55:51raptormy triangle feels mocked
19:56:10Watusimotomy son wants it to be a purple icoseles triangle with white flames and (perhaps) white sparks radiating outward like a ships wake
19:56:24raptorheh
19:56:33raptorand what does your son's father think of that design?
19:56:35Watusimotowell, the sparks are my idea
19:56:39Watusimotoas good as any
19:56:58raptorwhere would the flames go?
19:57:03Watusimotojust out the back
19:57:09raptorah ok
19:57:26WatusimotoI was thinking it could be a flickering type flame, varying btween longer and shorter to give it an animated look
19:57:34Watusimotobut never very long
19:58:04Watusimotodo heatseekers give a sense of mayhem?
19:58:19Watusimotoor, I should ask, do they feel fun?
19:59:03Watusimotooh heck, should we try it?
19:59:04raptoroh yeah
19:59:10raptorwith our latest modifications
19:59:19WatusimotoI'll compile and take a look
19:59:43raptorlet me know when done - i'll join you
19:59:51Watusimotook, well, you can't!
19:59:58raptorerrr.. i'll host?
19:59:59Watusimotounless you start a server
20:00:12Watusimotodidn't we try with you hosting and that didn't work either?
20:00:24raptori think i worked...
20:00:31raptor doesn't really remember
20:00:51Watusimotowell, i'll let you know when i'm built
20:01:05raptorok
20:01:07Watusimotowhat did you do to make it fun?
20:01:13Watusimototighter turn?
20:01:19raptorslightly, yes
20:01:25raptorlet me look again..
20:02:06raptormore damage, requires more energy, turns a bit sharper, targets a little more than 180 degrees
20:02:15Watusimotogreat
20:02:27raptorthe targetting change made it a lot more fun
20:02:36Watusimotoreally?
20:02:37Watusimotogood
20:02:51raptoroh, and gave it a smarter brain - it won't target a ship with a wall in the way
20:03:03Watusimotothat's good
20:03:15Watusimotowhat happens if it hits a wall?
20:03:19raptorkaboom
20:03:23Watusimotogood
20:03:28raptorstill point damage though
20:03:42raptoroh, and sam added bounce off of shields
20:03:48Watusimotook, lookd built
20:03:48raptorit'll bounce off and retarget...
20:04:12Watusimotowant to start your server?
20:04:30raptorstarted
20:04:32raptor69.169...
20:14:35WatusimotoI think that looks pretty good
20:14:50WatusimotoI want to playtest with my kids to see how it feels on a non-laggy connection
20:15:11sam686you could host and I can join..
20:15:13WatusimotoI *think* I like the sit to recharge; we'll see how it looks with more playtesting
20:15:35WatusimotoI can't host here -- I'm behind some sort of double-NAT that blocks everything
20:15:42sam686you might make me lag of you host (like a handicap), but I am better at playing bitfightyer
20:15:43LordDVG Quit (Remote host closed the connection)
20:16:01Watusimotoha, yes, you are much better :-)
20:16:18WatusimotoI think I am one of the worse players out there!
20:16:26WatusimotoI should be the best
20:16:58sam686I can still join, because of punch through firewall..
20:17:23Watusimotobet you can't... I'll start a server
20:17:24sam686and my client is port forwarded which helps successful punch through firewall..
20:18:34Watusimotohosting
20:18:53sam686password...
20:19:15sam686i can connect, but I get a password prompt to connect
20:19:16BFLogBot - Commit c8639acd647b | Author: watusim...@bitfighter.org | Log: Enum documentation working, at least in one case
20:19:17Watusimotoreally?
20:19:17BFLogBot - Commit a585b72a6a67 | Author: watusim...@bitfighter.org | Log: Merge
20:19:21sam686yes
20:19:46Watusimotook, now no pw
20:19:56Watusimotoholy crap!!!
20:19:58Watusimotoyou did it!
20:23:29Watusimotooh oh
20:23:45Watusimotohit this:
20:23:46Watusimoto TNLAssert(false, "Unknown Damage type");
20:24:09sam686I added that, i didn't think that will trigger...
20:24:30WatusimototypeNumber is DeletedTypeNumber
20:25:07WatusimotoI guess if that happens we should just return, eh?
20:25:15WatusimotoI'll add an explicit check for it
20:26:17Watusimotoit's good that you added that assert
20:26:24Watusimotothat's a textbook case of why they are good
20:28:10Watusimotoand I also triggered a condition I thought would never trigger...
20:28:22Watusimotoan unknown key press
20:28:55sam686unless I get a full stack trace, i might be able to see what caused it..
20:29:21BFLogBot - Commit c992418f3f79 | Author: watusim...@bitfighter.org | Log: Added check to prevent assert from firing
20:32:35WatusimotoI know how to retrigger it; the volume key on my laptop
20:32:47Watusimotoso I'll try to add an explicit check for it so as to ignore it
20:48:05sam686Found a more proper fix, it was caused by the HeatSeeker::handleCollision being run WHILE it has already been exploded.
20:48:16sam686easy fix, if(exploded) return;
21:04:25BFLogBot - Commit 4938cdfc27a2 | Author: sam8641 | Log: More correct fix to fix assert triggering, "Unknown Damage type"
21:09:53Watusimotosam686: like your fix. Could other projectiles (e.g. bursts) have the same problem?
21:14:27BFLogBot - Commit 52c499b056f5 | Author: watusim...@bitfighter.org | Log: Remove warnings when volume keys pressed... probably want to add others to this list!
21:14:29BFLogBot - Commit f4a548cb3c7e | Author: watusim...@bitfighter.org | Log: Improved enum documentation, now proven to work for more than one enum; proved that linking to enums now works
21:14:30BFLogBot - Commit 4474aa118e2e | Author: watusim...@bitfighter.org | Log: Merge
21:18:54sam686I think no other projectile can send Damage on a deletedType
21:19:43sam686and my fix on HeatSeekerProjectile probably stops the problem
21:20:25sam686I add hundreds of bots and HeatSeeker shooting turrets to test if the problem is there
21:28:40sam686BurstProjectile::explode already have if(exploded) return; and Projectile is different, Projectile can colloide / damage Object, but object cannot collide Projectile (if the Projectile::idle is skipped, objects will basically go through Projectile)
21:34:34BFLogBot - Commit 54aa88688db9 | Author: watusim...@bitfighter.org | Log: Lua docs now show return values properly
21:39:35BFLogBot - Commit a27b797461f7 | Author: watusim...@bitfighter.org | Log: Hide unneeded item on docs TOC
21:43:13raptorhi
21:43:17raptorback
21:44:01raptorwork is being done!
21:47:34raptoruncompilable!
22:01:09sam686uncompilable? The only changes seem to be the comments mostly, and adding of SDLK_VOLUMEUP keys as an ignore...
22:01:24raptorpushed a fix
22:02:45sam686pulled a fix
22:04:39BFLogBot - Commit 0c3a494c4e6b | Author: buckyballreaction | Log: Fix compiling if using SDL 1.2
22:14:55raptorso Watusimoto, what did you think of heat seeker?
22:15:18WatusimotoI think I like it, but need to test with my kids to know for sure
22:15:30WatusimotoI liked shooting sam around a corner
22:16:41raptor:)
22:16:53sam686That is kind of a strange keyboard problem, ctrl + num-lock gets detected as "pause" in bitfighter SDL 2.0...
22:16:54Watusimotoi also liked the rest to refuel
22:17:22raptorok
22:17:36Watusimotobut i want to do a little more playtesting
22:17:41raptoryes
22:18:04raptormaybe i'll work on heatseeker graphics
22:18:13raptorpurple triangle, right?
22:28:28raptorshould heat seeker have a radius?
22:29:20sam686yes, kindof a small radius
22:29:34raptorok, so not zero like the others?
22:29:56sam686http://sam686.maxhushahn.com/upload/3screenshot_2.png
22:30:17raptorhahaha
22:30:43raptori can't tell if you actually coded that or just added that in after the screenshot
22:31:04sam686HeatSeeker_Radius = 7
22:31:46sam686http://sam686.maxhushahn.com/upload/text1209/120916_17-09-33.txt
22:31:57sam686I just added one, maybe 2 lines for that effect
22:32:21sam686will be back on about 30 minutes..
22:32:24raptorok
22:36:29raptoranother thing you need to play test, Watusimoto, is the sensor module (incl. against spybug, mines, cloaked ships)
22:36:57Watusimotoyes, thanks
22:37:06Watusimotothe color I imaagine is more a magentish purple
22:37:38Watusimotoheat seeker should have a radius, but I don;t know what it shoudl be. Other projectiles have an aribitrary radius of, I think, 10
22:37:51Watusimotothe others have 0?
22:37:54raptoryes
22:38:00raptorburst is 10, i think
22:38:24Watusimotogive it whatever width the triangle is in the back, and make a comment that it is totally arbitrary at this point
22:38:33Watusimototo be honest, I think it is utterly unused
22:39:23raptorit can hit walls when doing targetting tests because it has a radius and the target test is a straight line
22:42:23Watusimotointeresting
22:42:29Watusimotomaybe we should give it 0 then
22:42:34Watusimotolet it fly right along walls
22:42:59raptordo i need to do a glPushMatrix if i glTranslate?
22:48:06Watusimotomaybe :-)
22:53:26Watusimotoyes, probably
22:53:41Watusimotoif you want to undo the transform for subsequent draws
22:54:21raptorok
22:54:23raptorthanks
22:58:00Watusimotouploaded the latest docs to http://bitfighter.org/luadocs/index.html
22:58:14Watusimotoadded an enums section, and docs for engineered item
22:58:35Watusimotoparams and return vals are properly shown
22:58:41raptorooooo
22:58:43Watusimotofeedback welcome
23:02:03raptorlooks good
23:03:52raptori cannot seem to get the correct angle for heat seeker
23:05:54raptoroh, haha
23:05:59raptorglRotatef takes degrees
23:13:59Watusimotolovely!
23:15:10Watusimotofound a weird bug: you are engineering a teleporter, the level ends, and you've been idle for a while. You get locked out of the game
23:15:22raptorweird
23:15:25Watusimotooh wait, <esc> frees you!
23:15:32Watusimotolets you play again
23:16:25raptori give you, isoceles magenta trianlge!: http://sam686.maxhushahn.com/upload/4screenshot_2.png
23:17:40raptornow to add flames
23:17:55raptorif ESC frees you, then it's stuck in the teleport thingy
23:17:59Watusimotolooks great!
23:18:03Watusimotoyes
23:18:19WatusimotoI would make it about 15% redder, but that's a trivial quibble
23:18:28raptoruhhh
23:18:36raptorso reduce blue, ok
23:18:45Watusimotoprobably when level changes, you should exit any helpers
23:18:52Watusimotomagenta = 0,1,1?
23:19:24raptor10,01
23:19:27raptor1,0,1
23:20:40Watusimotoso redder = 1.2, 0, 1, no?
23:20:48raptornothing greater than 1...
23:20:52Watusimoto10,0,1 is way too red!
23:21:07Watusimotothat might burn out the red on my monitor
23:21:19Watusimotopossibly injure my eyes
23:21:42Watusimoto(yes, I know...)
23:22:23Watusimotowow... actually writing some code... it feels good!
23:22:49raptorhaha
23:24:00Watusimotoshould you be able to kill a teleporter while it is being engineered
23:24:01Watusimoto?
23:24:09raptoryes
23:24:15Watusimotocan you?
23:24:18raptoryes
23:24:25Watusimotogood
23:24:37raptoryes
23:24:47BFLogBot - Commit aa361466030e | Author: watusim...@bitfighter.org | Log: Change method name
23:24:49BFLogBot - Commit 8045888870ee | Author: watusim...@bitfighter.org | Log: Change method name
23:24:50BFLogBot - Commit 2f6480ffe913 | Author: watusim...@bitfighter.org | Log: Add some missing Lua methods, document everything
23:24:52BFLogBot - Commit b61c506213f3 | Author: watusim...@bitfighter.org | Log: Don't render teleporters with no destinations (now possible with scipting)
23:24:53BFLogBot - Commit 816bd5f50f99 | Author: watusim...@bitfighter.org | Log: Can no longer activate teleporters with no destination (most important while engineering a teleporter)
23:24:55BFLogBot - Commit 574dfae2f69d | Author: watusim...@bitfighter.org | Log: Merge
23:29:50raptori gotta say - i really like coding with all three of us working together at the same time
23:30:56raptorseems more fun
23:38:19Watusimotoyes, it is nice
23:38:27Watusimototoo bad it is close to bedtime
23:40:19raptori'd say in 2 years we can move to c++11!
23:40:32raptormaybe...
23:40:42raptorif we wan't to drop support for ppc mac
23:49:56sam686ppc mac aren't being updated anymore... Any ppc computer might as well use a more updated linux instead..
23:51:02Watusimotodo we want to rename engineeredItem to, say, mountableItem?
23:51:10Watusimotois that a better description of what they are?
23:51:17raptorno
23:51:27raptoryou mean resourceitem -> mountableitem?
23:51:39sam686A lot of players still call it engineer, with the "Engineer Module"
23:53:01raptorfmales!: http://sam686.maxhushahn.com/upload/3screenshot_12.png
23:53:05raptoruh.. flames!
23:53:19raptor(also is the magenta red enough?)
23:53:56raptordinner! brb
23:54:12sam686A tiny triangle is kind of hard to see, maybe Heat seeker can have some kind of trail, like ship have trails.
23:54:13WatusimotoNo, I mean MountableItem is the parent class of FF projector and turret
23:55:10sam686it is "EngineeredItem", you say "MountableItem" I might think of "EngineerableItem"
23:56:42sam686Will be back in about 15 minutes..

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