Timestamps are in GMT/BST.
| 00:05:00 | raptor | OK, I *think* I got everything so far. Did I miss anything?: http://beta.etherpad.org/p/018_new_stuff |
| 00:06:16 | raptor | i didn't say anything about the hidden ship shapes |
| 00:08:24 | sam686 | "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 |
| 00:08:34 | raptor | oh yeah... |
| 00:08:36 | raptor | i remove |
| 00:08:39 | raptor | or you remove |
| 00:08:43 | raptor | since anyone can edit |
| 00:18:33 | raptor | Watusimoto: you're even documenting the PERL??? |
| 00:18:41 | Watusimoto | yes |
| 00:18:43 | raptor | what kind of twisted universe do you come from? |
| 00:18:50 | Watusimoto | strange, I know |
| 00:19:00 | Watusimoto | I want to know how to fix it when it breaks! |
| 00:19:50 | bobdaduck | lol |
| 00:19:59 | bobdaduck | good planning |
| 00:20:03 | bobdaduck | what hidden ship shapes. |
| 00:20:04 | bobdaduck | xD |
| 00:22:01 | raptor | the 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 |
| 00:23:20 | bobdaduck | So is anyone going to impliment the whole "Idle for a couple seconds and then your energy regens drastically" thing? |
| 00:23:33 | bobdaduck | I mean, it would be stupidly easy for me to give you guys the code. |
| 00:23:48 | | ChanServ Quit (*.net *.split) |
| 00:24:09 | raptor | i don't know... Watusimoto? your thoughts |
| 00:24:20 | Watusimoto | sorry dozing off |
| 00:24:40 | Watusimoto | what's the question? |
| 00:25:08 | Watusimoto | ducky's idle question? |
| 00:25:13 | sam686 | watch out raptor, if you disconnect, you won't be able to use NickServ / ChanServ until it comes back... |
| 00:25:14 | raptor | fast energy regen after 2 seconds of idle |
| 00:25:34 | Watusimoto | we could try it |
| 00:25:58 | raptor | essentially negates all the loadout zone work |
| 00:26:07 | raptor | except the hostile-reduce-energy one |
| 00:26:19 | Watusimoto | true, but I;ve never seen anyone recharging in a loadout zone |
| 00:26:27 | bobdaduck | that's because |
| 00:26:30 | bobdaduck | loadout zone regen |
| 00:26:37 | bobdaduck | is like 1.05% normal |
| 00:26:39 | bobdaduck | useless |
| 00:26:44 | raptor | it is faster now... |
| 00:26:48 | bobdaduck | NO ITS NOT. |
| 00:26:50 | bobdaduck | I played. |
| 00:26:56 | bobdaduck | it isn't enough to impact gameplay at all. |
| 00:27:00 | raptor | i thought kaen made it twice as fast... |
| 00:27:00 | Watusimoto | what if iwe made loadout zones into repair depos that repaired damage and did quick energy regens |
| 00:27:33 | bobdaduck | then it should be a seperate object, and I still don't think it'd really be that big. |
| 00:27:40 | bobdaduck | twice as fast |
| 00:27:42 | bobdaduck | 1.1% |
| 00:27:44 | bobdaduck | nice. |
| 00:28:02 | bobdaduck | Its faster to keep moving towards the enemy base and regen on the way. |
| 00:28:09 | | ChanServ has joined |
| 00:28:16 | bobdaduck | Only use of loadout zone current regen is mine spamming or such. |
| 00:28:16 | Watusimoto | so you freeze for 2 secs and energy is instantly refilled, or just refills quickly? |
| 00:28:23 | | koda Quit (Quit: you can't say 'hello' without saying 'hell') |
| 00:28:25 | bobdaduck | it refills quickly. |
| 00:28:27 | bobdaduck | way quickly. |
| 00:28:41 | bobdaduck | like, full energy in two more seconds. |
| 00:28:48 | Watusimoto | sure, we could try that. |
| 00:31:37 | bobdaduck | last time I monkeyed with the code was 015 xD |
| 00:32:00 | bobdaduck | started getting all these linking errors and never bothered to do anything about it. |
| 00:32:10 | bobdaduck | also raptor: Here's my shotgun code |
| 00:32:23 | sam686 | EnergyRechargeRate (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) |
| 00:32:24 | bobdaduck | in shipweapons.cpp |
| 00:32:37 | raptor | can you make a pastie? |
| 00:32:42 | Watusimoto | ok, bed time. |
| 00:32:50 | bobdaduck | WeaponInfo( StringTableEntry("Triple"), 900, 40000, 40000, 550, 850, 0.25f, true, false, ProjectileTriple ), |
| 00:32:54 | Watusimoto | nighty night |
| 00:33:02 | bobdaduck | case 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 |
| 00:33:23 | raptor | flood protection lost a lot of that |
| 00:33:25 | bobdaduck | granted, my source is totally broken right now and I can't make sure that's the code |
| 00:33:34 | raptor | use http://pastie.org |
| 00:34:00 | bobdaduck | http://pastie.org/4729412 |
| 00:34:21 | bobdaduck | I only modified two chunks, that I recall |
| 00:34:27 | raptor | good |
| 00:34:32 | raptor | i can adapt that |
| 00:35:05 | bobdaduck | I dunno if that'll work. |
| 00:35:08 | bobdaduck | I might have changed more. |
| 00:35:31 | bobdaduck | Somewhere in the code I probably replaced "triple" with "shotgun" |
| 00:35:32 | bobdaduck | xD |
| 00:35:42 | raptor | 9? |
| 00:35:48 | sam686 | 6 bullets is not really called a Triple, more like DualTriple.... |
| 00:35:57 | raptor | 9 or 6? |
| 00:36:21 | bobdaduck | I didn't want to break any code so I didn't modify the variable names or nothin' |
| 00:36:24 | bobdaduck | I DON'T KNOW |
| 00:36:32 | raptor | heh |
| 00:36:33 | bobdaduck | This might be a different version with less bullets. |
| 00:36:53 | bobdaduck | when I try to run it I get all kinds of linking errors. |
| 00:38:01 | bobdaduck | In the lua/robots/UI stuff. So I didn't bother trying to fix them xD |
| 00:38:08 | | Watusimoto Quit (Ping timeout: 272 seconds) |
| 00:39:14 | sam686 | linking error... on which HG revision, and is it modified / which was modified? using Visual 2010 or Visual C++ 2008? |
| 00:39:26 | bobdaduck | Sometime next week I'll probably want someone to help me get the code working again, I forgot how. |
| 00:39:46 | bobdaduck | on the 015 build revision, silly. |
| 00:39:52 | sam686 | linking errors probably means you didn't include all the needed .cpp files |
| 00:40:09 | bobdaduck | http://pastie.org/4729429 |
| 00:40:12 | raptor | yeah, i'd drop 015 |
| 00:40:20 | raptor | i'll adapt it in a bit... |
| 00:40:21 | bobdaduck | Last time I worked with the source. |
| 00:40:52 | bobdaduck | After that the way of downloading it (used to be tortoise svn or some such, now its different) changed and I never learned how. |
| 00:41:35 | raptor | get tortoiseHG |
| 00:41:36 | sam686 | you could Zip all the files in the Zap directory and send it to us to look at it? |
| 00:41:41 | raptor | nah |
| 00:41:53 | raptor | his pastie is perfect |
| 00:42:21 | sam686 | if that pastie is only thing changed, then nevermind sending the entire files |
| 00:42:32 | bobdaduck | It was a really easy mod. |
| 00:42:44 | bobdaduck | If I got a new copy of the current source, it'd be fairly easy to redo it. |
| 00:43:17 | bobdaduck | Anyway I gotta go. |
| 00:43:23 | raptor | get tortoiseHG to get the soy\urce now |
| 00:43:29 | raptor | source |
| 00:43:42 | bobdaduck | Unknown is waiting on me to go to his party xD |
| 00:43:49 | bobdaduck | I'll figure it out next week or something. |
| 00:43:59 | raptor | ok cool |
| 00:44:02 | sam686 | after installing turtoiseHG, right click, and tortoiuseHG, Clone, and paste the URL in the source |
| 00:44:09 | raptor | and send the energy code too |
| 00:44:19 | bobdaduck | I'll have him send it to someone on the forums. |
| 00:44:20 | bobdaduck | that work? |
| 00:44:38 | raptor | yep |
| 00:44:50 | sam686 | if the attachment too big, you need a place to upload... |
| 00:44:51 | bobdaduck | I'll have him send it to you shortly. |
| 00:44:55 | raptor | cool |
| 00:45:00 | bobdaduck | Heck he could send it as plain text. |
| 00:45:17 | bobdaduck | Anyway he'll figure it out. |
| 00:45:22 | bobdaduck | keep an eye on your inbox. |
| 00:45:26 | bobdaduck | ANYWAY SEEYAL |
| 00:46:03 | raptor | bye |
| 00:48:20 | | bobdaduck Quit (Quit: Page closed) |
| 00:49:25 | raptor | i'm still not completely sold on the shotgun idea - seems like it'd make cloakers too powerful... |
| 00:51:51 | sam686 | In another thought, more shooter game use the word "Shotgun" instead of "Triple" |
| 00:54:08 | sam686 | Almost reminds me of cloak in Battletanks, A giant player machine who used cloaked squish a tiny player machine.. |
| 00:54:25 | raptor | haha |
| 01:21:05 | raptor | ok taking a break, i'll be back later |
| 01:26:51 | | raptor Quit () |
| 03:52:44 | | BFLogBot - Commit 7f3a3adb656a | Author: sam8641 | Log: Fixed Turret kill score on Team Bitmatch. |
| 03:52:45 | | BFLogBot - Commit 2cda77b64ab6 | Author: sam8641 | Log: Fix CoreGameType Scoring, no more Negative, only count how many are left per team. |
| 06:04:27 | | raptor has joined |
| 06:04:27 | | ChanServ sets mode +o raptor |
| 06:04:48 | raptor | hi sam686, i saw your Core change |
| 06:05:17 | sam686 | Notices anything different on the wiki running bug list? |
| 06:05:38 | raptor | ha! |
| 06:05:42 | raptor | looks good! |
| 06:05:57 | sam686 | a small style change on bitfighter.css is all it took.. |
| 06:06:23 | raptor | i like it |
| 06:06:26 | raptor | much nicer to read |
| 06:06:53 | raptor | on the Core change you made: I don't think the scoring handles neutral/hostile Cores? |
| 06:07:05 | raptor | which should be added to every ones score |
| 06:07:13 | sam686 | it doesn't, it only counts on what ever is left |
| 06:07:38 | sam686 | it makes less confusing on looking at bottom right vs score board |
| 06:08:19 | sam686 | we still use the individual player scores for game reports / player reports |
| 06:09:15 | raptor | sorry, i mean the team score |
| 06:09:17 | sam686 | I don't think http://bitfighter.org/stats/stats.php even reads any of Team score, Team stats.. |
| 06:09:28 | raptor | i don't htink so either |
| 06:09:56 | raptor | but 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) |
| 06:10:19 | sam686 | Team score don't make much sence, on 017 it is always less then or equal zero |
| 06:10:34 | sam686 | after all, the team with the most score still wins, right? |
| 06:11:16 | sam686 | in Core, game finishes when only one team have core left, and that one team have positive score and others have zero for my changes |
| 06:13:24 | raptor | come test my level with me |
| 06:13:28 | sam686 | ok |
| 06:23:38 | raptor | look at score: http://sam686.maxhushahn.com/upload/1screenshot_26.png |
| 06:25:15 | raptor | and ending scoreboard: http://sam686.maxhushahn.com/upload/1screenshot_27.png |
| 06:29:37 | sam686 | ok, the Core score problem should be fixed, commited / pushed |
| 06:33:01 | | BFLogBot - Commit 179590c6fd3a | Author: sam8641 | Log: Fix client side shouldn't change score, desyncing score with server. |
| 06:38:42 | sam686 | good night.. |
| 06:38:45 | raptor | ok good night |
| 06:38:49 | | raptor Quit () |
| 06:47:52 | | ChanServ Quit (*.net *.split) |
| 07:18:06 | | BFLogBot - 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. |
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| 18:46:26 | raptor | ok ok |
| 18:46:28 | raptor | soooo.... |
| 18:47:01 | raptor | energy recharge |
| 18:47:11 | raptor | i'm about to code a radical change |
| 18:51:30 | sam686 | I think the compiler get confused in this C++ template case: http://sam686.maxhushahn.com/upload/text1209/120916_13-09-58.txt |
| 18:51:59 | sam686 | the "greater then" sign conflicts when template closing sign.. |
| 18:53:16 | raptor | ha |
| 18:53:25 | raptor | that's confusing just to look at |
| 19:01:18 | Watusimoto | so I found this note sitting in a stack of papers hastily shuffled together before my trip to the US |
| 19:01:29 | Watusimoto | it says "levelgens subscribing broken" |
| 19:01:42 | Watusimoto | so... I guess the issue last night was a known bug! |
| 19:01:46 | raptor | yes, i'd say that that is informative |
| 19:11:22 | raptor | I'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 |
| 19:22:47 | raptor | all right |
| 19:23:06 | raptor | i'm about to commit the energy 'rechargeidlecycle' |
| 19:23:22 | raptor | (recharge super fast after 2 seconds of idle |
| 19:24:41 | raptor | any objections? |
| 19:27:52 | raptor | forever hold your peace.... |
| 19:28:04 | sam686 | idle to recharge energy kindof makes more players sit and idle instead of battle, expecially on ctf |
| 19:28:48 | sam686 | oh and, faster repair of your turrets.. |
| 19:29:18 | raptor | well... Watusimoto said to try it... |
| 19:29:31 | raptor | easy revert if it's horrible... |
| 19:29:41 | sam686 | maybe, not sure how it will play out... |
| 19:29:57 | Watusimoto | if it's fast enough, it will not delay people too much |
| 19:30:07 | Watusimoto | but if it does encourage laziness, then we'll have to axe it |
| 19:30:31 | raptor | ok |
| 19:30:34 | raptor | the deed is done |
| 19:32:56 | raptor | what 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? |
| 19:33:57 | sam686 | one hit kill is kindof too easy for cloakers... |
| 19:34:09 | | BFLogBot - Commit 513da1d8c24b | Author: buckyballreaction | Log: If ship is completely idle, recharge energy at a faster rate after a short pause |
| 19:34:45 | raptor | yeah - he kept insisting that it was still hard for cloakers because point-blank was difficult with the spread he gave the bullets |
| 19:34:49 | sam686 | kindof 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... |
| 19:35:01 | raptor | ha |
| 19:38:47 | sam686 | well, 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.. |
| 19:40:50 | raptor | http://sam686.maxhushahn.com/upload/screenshot_29.png |
| 19:40:51 | raptor | http://sam686.maxhushahn.com/upload/screenshot_30.png |
| 19:41:00 | raptor | ^^ that is the spread he's talking about |
| 19:41:25 | raptor | and yes, it fires about once a second |
| 19:43:07 | sam686 | Maybe it is worth making that a new "Shotgun" weapon and then maybe deside whether or not to keep Triple weapon.. |
| 19:45:35 | sam686 | Since 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.. |
| 19:50:09 | raptor | well, i haven't even heard Watusimoto's opinion if we should even try a weapon like that... |
| 19:50:47 | Watusimoto | 6 shot triple seems kind of... excessive |
| 19:51:16 | raptor | the purpose is a shot-gun like weapon that can only kill at point blank range (with 1 shot) |
| 19:52:03 | raptor | i'm still not sold on the idea - bobdaduck things triple and bouncer are completely useless |
| 19:52:06 | Watusimoto | why not have a weapon whose power drops with range |
| 19:52:07 | raptor | *thinks |
| 19:52:17 | Watusimoto | triple is underused, that's for sure |
| 19:52:17 | raptor | Watusimoto: good idea! |
| 19:52:30 | raptor | it could only be a couple shots |
| 19:52:39 | raptor | or one bullet |
| 19:52:49 | raptor | power drops with time it's been alive |
| 19:52:50 | Watusimoto | I also have an idea for a "reverse repair" that works without aiming as long as an enemy is within range |
| 19:53:07 | raptor | reverse repair? is that a weapon |
| 19:53:13 | Watusimoto | could be, yes |
| 19:53:28 | Watusimoto | it would work much like repair does, attacking all targets within range |
| 19:53:30 | raptor | oh, health drain |
| 19:53:34 | Watusimoto | but with a very short range |
| 19:54:06 | Watusimoto | that would be my choice for a next weapon |
| 19:54:36 | Watusimoto | maybe a weapon that reduces with range could be called fireball, and could be a large projectile that gets smaller as it goes |
| 19:54:41 | Watusimoto | showing its reduced power |
| 19:54:49 | raptor | are we still considering releasing heatseeker? |
| 19:55:08 | Watusimoto | I haven't tried it yet; but if it works well, then we could try it for a release |
| 19:55:34 | Watusimoto | I 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 |
| 19:55:37 | sam686 | HeatSeeker appears to work quite well, but doesn't look good with just a red sideways triangle |
| 19:55:51 | raptor | my triangle feels mocked |
| 19:56:10 | Watusimoto | my son wants it to be a purple icoseles triangle with white flames and (perhaps) white sparks radiating outward like a ships wake |
| 19:56:24 | raptor | heh |
| 19:56:33 | raptor | and what does your son's father think of that design? |
| 19:56:35 | Watusimoto | well, the sparks are my idea |
| 19:56:39 | Watusimoto | as good as any |
| 19:56:58 | raptor | where would the flames go? |
| 19:57:03 | Watusimoto | just out the back |
| 19:57:09 | raptor | ah ok |
| 19:57:26 | Watusimoto | I was thinking it could be a flickering type flame, varying btween longer and shorter to give it an animated look |
| 19:57:34 | Watusimoto | but never very long |
| 19:58:04 | Watusimoto | do heatseekers give a sense of mayhem? |
| 19:58:19 | Watusimoto | or, I should ask, do they feel fun? |
| 19:59:03 | Watusimoto | oh heck, should we try it? |
| 19:59:04 | raptor | oh yeah |
| 19:59:10 | raptor | with our latest modifications |
| 19:59:19 | Watusimoto | I'll compile and take a look |
| 19:59:43 | raptor | let me know when done - i'll join you |
| 19:59:51 | Watusimoto | ok, well, you can't! |
| 19:59:58 | raptor | errr.. i'll host? |
| 19:59:59 | Watusimoto | unless you start a server |
| 20:00:12 | Watusimoto | didn't we try with you hosting and that didn't work either? |
| 20:00:24 | raptor | i think i worked... |
| 20:00:31 | | raptor doesn't really remember |
| 20:00:51 | Watusimoto | well, i'll let you know when i'm built |
| 20:01:05 | raptor | ok |
| 20:01:07 | Watusimoto | what did you do to make it fun? |
| 20:01:13 | Watusimoto | tighter turn? |
| 20:01:19 | raptor | slightly, yes |
| 20:01:25 | raptor | let me look again.. |
| 20:02:06 | raptor | more damage, requires more energy, turns a bit sharper, targets a little more than 180 degrees |
| 20:02:15 | Watusimoto | great |
| 20:02:27 | raptor | the targetting change made it a lot more fun |
| 20:02:36 | Watusimoto | really? |
| 20:02:37 | Watusimoto | good |
| 20:02:51 | raptor | oh, and gave it a smarter brain - it won't target a ship with a wall in the way |
| 20:03:03 | Watusimoto | that's good |
| 20:03:15 | Watusimoto | what happens if it hits a wall? |
| 20:03:19 | raptor | kaboom |
| 20:03:23 | Watusimoto | good |
| 20:03:28 | raptor | still point damage though |
| 20:03:42 | raptor | oh, and sam added bounce off of shields |
| 20:03:48 | Watusimoto | ok, lookd built |
| 20:03:48 | raptor | it'll bounce off and retarget... |
| 20:04:12 | Watusimoto | want to start your server? |
| 20:04:30 | raptor | started |
| 20:04:32 | raptor | 69.169... |
| 20:14:35 | Watusimoto | I think that looks pretty good |
| 20:14:50 | Watusimoto | I want to playtest with my kids to see how it feels on a non-laggy connection |
| 20:15:11 | sam686 | you could host and I can join.. |
| 20:15:13 | Watusimoto | I *think* I like the sit to recharge; we'll see how it looks with more playtesting |
| 20:15:35 | Watusimoto | I can't host here -- I'm behind some sort of double-NAT that blocks everything |
| 20:15:42 | sam686 | you might make me lag of you host (like a handicap), but I am better at playing bitfightyer |
| 20:15:43 | | LordDVG Quit (Remote host closed the connection) |
| 20:16:01 | Watusimoto | ha, yes, you are much better :-) |
| 20:16:18 | Watusimoto | I think I am one of the worse players out there! |
| 20:16:26 | Watusimoto | I should be the best |
| 20:16:58 | sam686 | I can still join, because of punch through firewall.. |
| 20:17:23 | Watusimoto | bet you can't... I'll start a server |
| 20:17:24 | sam686 | and my client is port forwarded which helps successful punch through firewall.. |
| 20:18:34 | Watusimoto | hosting |
| 20:18:53 | sam686 | password... |
| 20:19:15 | sam686 | i can connect, but I get a password prompt to connect |
| 20:19:16 | | BFLogBot - Commit c8639acd647b | Author: watusim...@bitfighter.org | Log: Enum documentation working, at least in one case |
| 20:19:17 | Watusimoto | really? |
| 20:19:17 | | BFLogBot - Commit a585b72a6a67 | Author: watusim...@bitfighter.org | Log: Merge |
| 20:19:21 | sam686 | yes |
| 20:19:46 | Watusimoto | ok, now no pw |
| 20:19:56 | Watusimoto | holy crap!!! |
| 20:19:58 | Watusimoto | you did it! |
| 20:23:29 | Watusimoto | oh oh |
| 20:23:45 | Watusimoto | hit this: |
| 20:23:46 | Watusimoto | TNLAssert(false, "Unknown Damage type"); |
| 20:24:09 | sam686 | I added that, i didn't think that will trigger... |
| 20:24:30 | Watusimoto | typeNumber is DeletedTypeNumber |
| 20:25:07 | Watusimoto | I guess if that happens we should just return, eh? |
| 20:25:15 | Watusimoto | I'll add an explicit check for it |
| 20:26:17 | Watusimoto | it's good that you added that assert |
| 20:26:24 | Watusimoto | that's a textbook case of why they are good |
| 20:28:10 | Watusimoto | and I also triggered a condition I thought would never trigger... |
| 20:28:22 | Watusimoto | an unknown key press |
| 20:28:55 | sam686 | unless I get a full stack trace, i might be able to see what caused it.. |
| 20:29:21 | | BFLogBot - Commit c992418f3f79 | Author: watusim...@bitfighter.org | Log: Added check to prevent assert from firing |
| 20:32:35 | Watusimoto | I know how to retrigger it; the volume key on my laptop |
| 20:32:47 | Watusimoto | so I'll try to add an explicit check for it so as to ignore it |
| 20:48:05 | sam686 | Found a more proper fix, it was caused by the HeatSeeker::handleCollision being run WHILE it has already been exploded. |
| 20:48:16 | sam686 | easy fix, if(exploded) return; |
| 21:04:25 | | BFLogBot - Commit 4938cdfc27a2 | Author: sam8641 | Log: More correct fix to fix assert triggering, "Unknown Damage type" |
| 21:09:53 | Watusimoto | sam686: like your fix. Could other projectiles (e.g. bursts) have the same problem? |
| 21:14:27 | | BFLogBot - Commit 52c499b056f5 | Author: watusim...@bitfighter.org | Log: Remove warnings when volume keys pressed... probably want to add others to this list! |
| 21:14:29 | | BFLogBot - 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 |
| 21:14:30 | | BFLogBot - Commit 4474aa118e2e | Author: watusim...@bitfighter.org | Log: Merge |
| 21:18:54 | sam686 | I think no other projectile can send Damage on a deletedType |
| 21:19:43 | sam686 | and my fix on HeatSeekerProjectile probably stops the problem |
| 21:20:25 | sam686 | I add hundreds of bots and HeatSeeker shooting turrets to test if the problem is there |
| 21:28:40 | sam686 | BurstProjectile::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) |
| 21:34:34 | | BFLogBot - Commit 54aa88688db9 | Author: watusim...@bitfighter.org | Log: Lua docs now show return values properly |
| 21:39:35 | | BFLogBot - Commit a27b797461f7 | Author: watusim...@bitfighter.org | Log: Hide unneeded item on docs TOC |
| 21:43:13 | raptor | hi |
| 21:43:17 | raptor | back |
| 21:44:01 | raptor | work is being done! |
| 21:47:34 | raptor | uncompilable! |
| 22:01:09 | sam686 | uncompilable? The only changes seem to be the comments mostly, and adding of SDLK_VOLUMEUP keys as an ignore... |
| 22:01:24 | raptor | pushed a fix |
| 22:02:45 | sam686 | pulled a fix |
| 22:04:39 | | BFLogBot - Commit 0c3a494c4e6b | Author: buckyballreaction | Log: Fix compiling if using SDL 1.2 |
| 22:14:55 | raptor | so Watusimoto, what did you think of heat seeker? |
| 22:15:18 | Watusimoto | I think I like it, but need to test with my kids to know for sure |
| 22:15:30 | Watusimoto | I liked shooting sam around a corner |
| 22:16:41 | raptor | :) |
| 22:16:53 | sam686 | That is kind of a strange keyboard problem, ctrl + num-lock gets detected as "pause" in bitfighter SDL 2.0... |
| 22:16:54 | Watusimoto | i also liked the rest to refuel |
| 22:17:22 | raptor | ok |
| 22:17:36 | Watusimoto | but i want to do a little more playtesting |
| 22:17:41 | raptor | yes |
| 22:18:04 | raptor | maybe i'll work on heatseeker graphics |
| 22:18:13 | raptor | purple triangle, right? |
| 22:28:28 | raptor | should heat seeker have a radius? |
| 22:29:20 | sam686 | yes, kindof a small radius |
| 22:29:34 | raptor | ok, so not zero like the others? |
| 22:29:56 | sam686 | http://sam686.maxhushahn.com/upload/3screenshot_2.png |
| 22:30:17 | raptor | hahaha |
| 22:30:43 | raptor | i can't tell if you actually coded that or just added that in after the screenshot |
| 22:31:04 | sam686 | HeatSeeker_Radius = 7 |
| 22:31:46 | sam686 | http://sam686.maxhushahn.com/upload/text1209/120916_17-09-33.txt |
| 22:31:57 | sam686 | I just added one, maybe 2 lines for that effect |
| 22:32:21 | sam686 | will be back on about 30 minutes.. |
| 22:32:24 | raptor | ok |
| 22:36:29 | raptor | another thing you need to play test, Watusimoto, is the sensor module (incl. against spybug, mines, cloaked ships) |
| 22:36:57 | Watusimoto | yes, thanks |
| 22:37:06 | Watusimoto | the color I imaagine is more a magentish purple |
| 22:37:38 | Watusimoto | heat seeker should have a radius, but I don;t know what it shoudl be. Other projectiles have an aribitrary radius of, I think, 10 |
| 22:37:51 | Watusimoto | the others have 0? |
| 22:37:54 | raptor | yes |
| 22:38:00 | raptor | burst is 10, i think |
| 22:38:24 | Watusimoto | give it whatever width the triangle is in the back, and make a comment that it is totally arbitrary at this point |
| 22:38:33 | Watusimoto | to be honest, I think it is utterly unused |
| 22:39:23 | raptor | it can hit walls when doing targetting tests because it has a radius and the target test is a straight line |
| 22:42:23 | Watusimoto | interesting |
| 22:42:29 | Watusimoto | maybe we should give it 0 then |
| 22:42:34 | Watusimoto | let it fly right along walls |
| 22:42:59 | raptor | do i need to do a glPushMatrix if i glTranslate? |
| 22:48:06 | Watusimoto | maybe :-) |
| 22:53:26 | Watusimoto | yes, probably |
| 22:53:41 | Watusimoto | if you want to undo the transform for subsequent draws |
| 22:54:21 | raptor | ok |
| 22:54:23 | raptor | thanks |
| 22:58:00 | Watusimoto | uploaded the latest docs to http://bitfighter.org/luadocs/index.html |
| 22:58:14 | Watusimoto | added an enums section, and docs for engineered item |
| 22:58:35 | Watusimoto | params and return vals are properly shown |
| 22:58:41 | raptor | ooooo |
| 22:58:43 | Watusimoto | feedback welcome |
| 23:02:03 | raptor | looks good |
| 23:03:52 | raptor | i cannot seem to get the correct angle for heat seeker |
| 23:05:54 | raptor | oh, haha |
| 23:05:59 | raptor | glRotatef takes degrees |
| 23:13:59 | Watusimoto | lovely! |
| 23:15:10 | Watusimoto | found 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 |
| 23:15:22 | raptor | weird |
| 23:15:25 | Watusimoto | oh wait, <esc> frees you! |
| 23:15:32 | Watusimoto | lets you play again |
| 23:16:25 | raptor | i give you, isoceles magenta trianlge!: http://sam686.maxhushahn.com/upload/4screenshot_2.png |
| 23:17:40 | raptor | now to add flames |
| 23:17:55 | raptor | if ESC frees you, then it's stuck in the teleport thingy |
| 23:17:59 | Watusimoto | looks great! |
| 23:18:03 | Watusimoto | yes |
| 23:18:19 | Watusimoto | I would make it about 15% redder, but that's a trivial quibble |
| 23:18:28 | raptor | uhhh |
| 23:18:36 | raptor | so reduce blue, ok |
| 23:18:45 | Watusimoto | probably when level changes, you should exit any helpers |
| 23:18:52 | Watusimoto | magenta = 0,1,1? |
| 23:19:24 | raptor | 10,01 |
| 23:19:27 | raptor | 1,0,1 |
| 23:20:40 | Watusimoto | so redder = 1.2, 0, 1, no? |
| 23:20:48 | raptor | nothing greater than 1... |
| 23:20:52 | Watusimoto | 10,0,1 is way too red! |
| 23:21:07 | Watusimoto | that might burn out the red on my monitor |
| 23:21:19 | Watusimoto | possibly injure my eyes |
| 23:21:42 | Watusimoto | (yes, I know...) |
| 23:22:23 | Watusimoto | wow... actually writing some code... it feels good! |
| 23:22:49 | raptor | haha |
| 23:24:00 | Watusimoto | should you be able to kill a teleporter while it is being engineered |
| 23:24:01 | Watusimoto | ? |
| 23:24:09 | raptor | yes |
| 23:24:15 | Watusimoto | can you? |
| 23:24:18 | raptor | yes |
| 23:24:25 | Watusimoto | good |
| 23:24:37 | raptor | yes |
| 23:24:47 | | BFLogBot - Commit aa361466030e | Author: watusim...@bitfighter.org | Log: Change method name |
| 23:24:49 | | BFLogBot - Commit 8045888870ee | Author: watusim...@bitfighter.org | Log: Change method name |
| 23:24:50 | | BFLogBot - Commit 2f6480ffe913 | Author: watusim...@bitfighter.org | Log: Add some missing Lua methods, document everything |
| 23:24:52 | | BFLogBot - Commit b61c506213f3 | Author: watusim...@bitfighter.org | Log: Don't render teleporters with no destinations (now possible with scipting) |
| 23:24:53 | | BFLogBot - Commit 816bd5f50f99 | Author: watusim...@bitfighter.org | Log: Can no longer activate teleporters with no destination (most important while engineering a teleporter) |
| 23:24:55 | | BFLogBot - Commit 574dfae2f69d | Author: watusim...@bitfighter.org | Log: Merge |
| 23:29:50 | raptor | i gotta say - i really like coding with all three of us working together at the same time |
| 23:30:56 | raptor | seems more fun |
| 23:38:19 | Watusimoto | yes, it is nice |
| 23:38:27 | Watusimoto | too bad it is close to bedtime |
| 23:40:19 | raptor | i'd say in 2 years we can move to c++11! |
| 23:40:32 | raptor | maybe... |
| 23:40:42 | raptor | if we wan't to drop support for ppc mac |
| 23:49:56 | sam686 | ppc mac aren't being updated anymore... Any ppc computer might as well use a more updated linux instead.. |
| 23:51:02 | Watusimoto | do we want to rename engineeredItem to, say, mountableItem? |
| 23:51:10 | Watusimoto | is that a better description of what they are? |
| 23:51:17 | raptor | no |
| 23:51:27 | raptor | you mean resourceitem -> mountableitem? |
| 23:51:39 | sam686 | A lot of players still call it engineer, with the "Engineer Module" |
| 23:53:01 | raptor | fmales!: http://sam686.maxhushahn.com/upload/3screenshot_12.png |
| 23:53:05 | raptor | uh.. flames! |
| 23:53:19 | raptor | (also is the magenta red enough?) |
| 23:53:56 | raptor | dinner! brb |
| 23:54:12 | sam686 | A tiny triangle is kind of hard to see, maybe Heat seeker can have some kind of trail, like ship have trails. |
| 23:54:13 | Watusimoto | No, I mean MountableItem is the parent class of FF projector and turret |
| 23:55:10 | sam686 | it is "EngineeredItem", you say "MountableItem" I might think of "EngineerableItem" |
| 23:56:42 | sam686 | Will be back in about 15 minutes.. |