#bitfighter IRC Log

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IRC Log for 2012-10-01

Timestamps are in GMT/BST.

00:07:37-card.freenode.net- *** Looking up your hostname...
00:07:37-card.freenode.net- *** Checking Ident
00:07:37-card.freenode.net- *** No Ident response
00:07:37-card.freenode.net- *** Couldn't look up your hostname
00:07:38[frigg VERSION]
00:07:42BFLogBot has joined
00:07:42Topic is 'Bitfighter 017b released! | http://www.bitfighter.org/downloads'
00:07:42Set by raptor!~raptor@unaffiliated/greenmachine on Wed Jul 04 01:46:09 GMT 2012
00:07:42-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
00:09:47BFLogBot Commit: d845f4481fdd147a42e6044b1ab13b1d830ade06 | Author: raptor | Message: test Commit: 27f9ddb3b4642509c186831aeb7c05c4e059d3af | Author: raptor | Message: test 2
00:10:09raptorinteresting...
00:10:14raptoralmost got it...
00:13:01Fordcars has joined
00:14:01BFLogBot Commit: 2d530b48168210a887f9a12dec0b222188c57dd2 | Author: raptor | Message: test 1
00:14:02BFLogBot Commit: ca5374f95b23219e3435b8f6663b4c25dc4b4e95 | Author: raptor | Message: test 2
00:14:10raptorha!
00:14:13raptorit works
00:14:16raptorok clean-up...
00:14:39Fordcarswere yous still on the same problem?
00:15:35raptorno, i've been editing the logbot
00:15:43Fordcarsoh...
00:15:43Watusimoto Quit (Ping timeout: 260 seconds)
00:16:01Fordcarswell yeah it works
00:16:22raptorFYI sam686, the logbot now is listening on a socket
00:16:41raptorI have google code POST data to http://bitfighter.org/webhooks/commit_hook.php
00:16:56raptorand that php put the data on the logbot socket
00:17:02Fordcarsah your fmous socket app
00:17:40Fordcars*famous
00:19:52FordcarsUnverified POST data! Not storing ok...
00:20:11raptoryeah, it only accepts key-hashed data from google code
00:20:43BFLogBot sam686 conntelnet bitfighter.org 25959
00:20:46Fordcarsk
00:20:53raptorha!
00:20:57sam686that what happens if anyone can telnet to that socket
00:21:10raptorhmmm... that shouldn't be an open port...
00:21:24Fordcarshaha
00:21:24raptor goes back to researching the difference between sockets and ports
00:21:42sam686maybe you can just firewall it to only accept from local host...
00:22:17raptorsam686, how did you exit the telnet?
00:22:34sam686I just quit the command window (maybe try ctrl + C)
00:22:55BFLogBot hello there ���� quit  ���� ������������ quit bye later close hasta la vista get me outta here ��������������������������������������������������������
00:22:58raptorah
00:23:00Fordcarswow
00:23:05raptorctrl+c doesn't work on linux in telnet
00:23:10raptori had to kill the process...
00:23:18Fordcarshaha line 4
00:23:34Fordcarsso your doing this on linux?
00:23:41sam686I did telnet from windows
00:23:53sam686linux have the same telnet as windows\
00:24:02Fordcarsk
00:24:51raptorsam686: i'm not sure how to close taht port
00:24:57raptori'm not very good with iptables
00:25:01FordcarsI know
00:25:25FordcarsI found close
00:25:33Fordcarswait
00:27:02Fordcarsyou can try either "logout" or "close"
00:27:17Fordcarshttp://linux.about.com/od/commands/l/blcmdl1_telnet.htm
00:27:42BFLogBot Commit: 6986ec5f770cd1c14c58f27f288fbdae37fcff04 | Author: buckyballreaction@gmail.com | Message: Add commit_hook.php that hooks into the logbot for commit messages
00:27:59Fordcarsor quit or abort
00:28:07raptornone of those worked
00:28:27raptorbecause i set the logbot to listen for all incoming text...
00:28:53Fordcarscntr-j
00:29:17Fordcarsthen type quit or close
00:29:37sam686or.. you could check the source address in the logbot program itself (and ignore / close connection not from 127.0.0.1)
00:29:56Fordcarsclose or abort
00:30:04Fordcarswait more:
00:30:14FordcarsControl-]" will take you to a "telnet>" prompt, at which you can type the quit command "q".
00:30:30raptorgood idea sam686
00:30:36Fordcarsnot J but ]
00:30:49raptorFordcars: that probably works
00:34:18FordcarsDid you manage?
00:34:52Fordcars^] ( ctrl + ] )
00:34:52Fordcarsclose
00:34:53raptori'm onto bigger and better things
00:34:56raptor:)
00:35:06Fordcarswhat did you do
00:40:46raptorkillall telnet
00:41:07Fordcarsreally
00:47:33Fordcars Quit (Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/)
01:03:40BFLogBot Commit: 342d52496c65abfbc8faa90e254512578d8cb54b | Author: buckyballreaction@gmail.com | Message: Bind logbot socket listener to loclahost only
01:04:23-card.freenode.net- *** Looking up your hostname...
01:04:23-card.freenode.net- *** Checking Ident
01:04:23-card.freenode.net- *** Couldn't look up your hostname
01:04:23-card.freenode.net- *** No Ident response
01:04:24[frigg VERSION]
01:04:29BFLogBot has joined
01:04:29Topic is 'Bitfighter 017b released! | http://www.bitfighter.org/downloads'
01:04:29Set by raptor!~raptor@unaffiliated/greenmachine on Wed Jul 04 01:46:09 GMT 2012
01:04:29-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
01:05:53BFLogBot Commit: a6817dcaca6c20fd4bddc9d27f2d590ce249768b | Author: raptor | Message: test 3
01:06:01raptorgreat
01:06:08raptorok it's localhost only now
01:08:41raptorwell, i learned a lot with that project...
01:12:09BFLogBot Commit: df412ad866e89606f669f9a4b23c5c3614196bda | Author: buckyballreaction@gmail.com | Message: Better way to grap loopback device with logbot socket
01:13:23sam686full email instead of just username? Before your todays logbot changes, it used to say either name only, or "watusim...@bitfighter.org"
01:13:46raptorhmmm...
01:14:18raptorthat might be an issue with how google code is exporting the commit data
01:15:40raptormaybe that'll have to be sanitization on the server side..
01:15:56raptoralso that is a long commit text...
01:40:37BFLogBot Commit: 8f4d177bd5f3 | Author: raptor | Message: Initial commit
01:41:08raptorbetter
02:08:09raptorare you working on anything sam686?
02:17:48sam686not much..
02:17:59sam686I was a little buzy.
02:47:25raptorsam686: didn't you say that we're missing some old bitfighter revisions from our repo?
02:47:48raptoronce upon a time...
02:48:39sam686There is a very few revistion I didn't push, one of which is a mingw changes to make it compile ( which was back then)
02:48:58raptori mean like whole brances from back in SVN...
02:49:04raptorbranches
02:49:46sam686seperate branches like fixes-013 or similar wasn't in HG history
02:50:07sam686and a first few SVN wasn't in HG history, i think.
02:50:37raptoryes, that..
03:02:29sam686hg 5 == svn 278 (Nearly all Svn revistion is here: http://zap.svn.sourceforge.net/viewvc/zap/?view=log )
03:53:20raptori'm working on history changes - cleaning up big files that were commited but not needed, and recovering lost revisions
05:41:34sam686 Quit (Quit: good night)
06:24:58raptor Quit ()
08:02:56watusimoto has joined
08:02:56ChanServ sets mode +o watusimoto
09:12:59kodaws has joined
11:05:47ChanServ Quit (*.net *.split)
11:07:08ChanServ has joined
12:43:14kodawsgood morning
14:54:39raptor has joined
14:54:39ChanServ sets mode +o raptor
14:55:13raptorgood morning!
15:28:45sam686 has joined
15:28:46ChanServ sets mode +v sam686
15:39:26raptorwell, i think i recovered the early zap history that we lost with the transition to google code...
15:40:38raptorit didn't quite splice together perfectly... some dates are out of order - there was some weird stuff happening in SVN at the time..
15:53:05watusimotohi
15:53:08watusimotointeresting
15:53:11raptorhello
16:03:49kodawshi
16:04:01raptorgood day
16:08:13raptori should re-run doxygen again since your moveitem changes
16:18:35watusimotoyes
16:18:41watusimotothat would be nice
16:18:59raptordoen: http://bitfighter.org/~raptor/doxygen/current/
16:19:02watusimotowhen I started I thought the change would be lame... a method or two
16:19:15watusimotobut nearly half the code went to mountableItem
16:19:54raptorlooks like MoveObject has two children: MoveItem and Ship
16:20:01watusimotoyes
16:20:12raptorinteresting
16:20:42watusimotobasically the difference, as far as I can see is ships are controlled by people, items are simplisticly controlled by the game
16:21:20watusimotoa good portion of moveItem stuff could go to moveObject without much trouble
16:21:38raptorand that could be shared with Ship OK?
16:21:44watusimotoyes
16:21:51watusimotobut not everything
16:22:02watusimotoat least not in a directly obvious manner
16:22:15watusimotoI want to look more closely when I'm less tired than I was last night
16:22:19raptormaybe it should be renamed to UncontrollableMoveObject
16:22:27watusimotoright!
16:24:27watusimotoprocessArgs coud possibly move up, as ships/bots don't need that (so there would be no conflict)
16:24:38watusimotolikewise tostring
16:25:41raptorso let me ask the question: do we really want to do another refactor before 018
16:25:42raptor?
16:25:48watusimotono
16:27:16watusimotoships and moveItems share some fo the same update masks... those could defnitely be combined
16:27:59watusimotoI was just trying to understand the collide, collided, handleCollision, etc. methods in seeker
16:28:09watusimotoI wanted to reduce the clutter
16:28:16watusimotoso I could see what was happening
16:28:18raptoryeah
16:28:32raptoreverytime i write a new object, i have to refigure out all the collision methods...
16:28:34watusimotobecause all those methods seem rather similar
16:29:01watusimotook, well, I'm heading home... back on in abit
16:29:05raptorok, later
16:35:15watusimoto Quit (Ping timeout: 260 seconds)
16:57:55raptorkodaws: if you want to see part of our beautiful object hierarchy: http://bitfighter.org/~raptor/doxygen/current/class_zap_1_1_move_item.html
17:04:41Watusimoto has joined
17:04:59Watusimotoso what do we need to do for the release?
17:11:12raptorhi
17:11:29raptori don't know... skip the stuff here?: http://bitfighter.org/wiki/index.php/Running_Bug_List
17:11:31raptor:)
17:12:06raptorprobably some more play-testing wouldn't hurt...
17:12:24raptorsam686 and I think the shootable seekers are OK
17:22:26kodaws (Mac) Cursor disappears when pressing <ESC> in a game to access the menus. Possible SDL2 problem? seems to happen when alt-tab away first on 10.6
17:22:32kodawsraptor, that has been fixed in sdl2
17:23:17raptorkodaws: recently?
17:23:38raptori recompiled SDL2 for Mac a few weeks ago...
17:23:45kodawsisn't that related to the right click issue?
17:23:50kodawsi'll test again tonight
17:24:19raptoryes, i think it was related - and they did fix the right-mouse click issue... i can probably test now
17:30:15Watusimotowell, I've taken the lua stuff about as far as I want for this release
17:30:30Watusimotoit needs testing, of course, but I don't anticipate many new features
17:32:42raptoroh and music...
17:35:02Watusimotoso for 018, do we just want to include additional tracks, or allow users to tie tracks to levels?
17:35:17raptornot the latter... yet
17:35:25raptorbut we could nix the menu music?
17:35:35raptormaybe throw in a few MODs now...
17:35:58raptorit is legal to distribute mp3 decoding software yet?
17:36:18raptorprobably not...
17:37:36Watusimotowe can easily convert to ogg
17:37:55Watusimotonix menu music, or replace it?
17:38:06raptornot sure, one of those...
17:38:19raptori'm not a good music selector
17:39:12Watusimotome neither
17:39:28WatusimotoI like the stuff I linked to earlier, where there were tons by the same guy
17:39:33Watusimotorecall pts 1, 2,3
17:39:39raptoryeah, the dreams series was good...
17:39:44WatusimotoI think it;s in the archive
17:39:54WatusimotoI need to listen again, but perhaps we could throw those in
17:40:04Watusimotoand maybe others by the same guy
17:47:39raptorhmm... those music files don't sound blood-thirsty enough
17:47:49raptorfor a space 2D FPS
17:48:05raptormaybe that's not the right adjective...
17:49:29raptorkodaws: with the latest SDL2, that bug is still there - looks like it is unrelated to the right-click bug...
17:50:00raptoroh, and, I'm loving teh play button... because I can't stand the Mac terminal
18:00:25kodaws:)))
18:02:43raptoroh yay, i found a terminal replacement: iterm2
18:02:57raptornow HOME and END work on the line instead of the scrollback
18:04:37kodawscya later
18:04:41raptorbye
18:04:46kodaws Quit (Read error: Connection reset by peer)
18:06:26Watusimotowe want atmosphere, not blood
18:06:33Watusimotobut I'll try listening again after I make dinner
18:06:36BFLogBot Commit: d857d02e92a7 | Author: watusimoto | Message: Bring ship's MaskFlag system into the 2010s, eliminated all masks from MoveItem
18:06:38BFLogBot Commit: 148fa18a0b92 | Author: watusimoto | Message: Tie ship's processArguments to parents'... but adding ships via this mechanism causes all kinds of crashy. Should we just kill the option?
18:06:42raptoryes
18:07:04Watusimotoyes what?
18:07:14raptoryes to atmosphere - better word
18:07:24Watusimotoright
18:07:26Watusimotook
18:07:28Watusimotoback later
18:07:33raptorok
18:38:11Watusimoto Quit (Ping timeout: 252 seconds)
19:35:36Watusimoto has joined
19:40:31koda has joined
20:05:03WatusimotoThere I go, weighing in on a stupid stack overflow question from 2009
20:05:05Watusimotohttp://stackoverflow.com/questions/1227998/naming-conventions-what-to-name-a-boolean-variable/12680244#12680244
20:05:19raptorhahaha
20:05:53raptorsounds like a grammar issue instead of coding one...
20:06:03WatusimotoI think I would have got lots of votes if only I had been a bit... prompter
20:12:25raptorhow do you find these type of questions?
20:20:10WatusimotoI was trying to figure out where the 'theBlah' naming convention came from
20:20:40BFLogBot Commit: ce2c82bd9672 | Author: watusimoto | Message: Try to be a little more tolerant
20:20:41BFLogBot Commit: bbee2ea808b6 | Author: watusimoto | Message: Combine processArguments() for ship and MoveItem, move to MoveObject
20:20:43BFLogBot Commit: d974b3f9e212 | Author: watusimoto | Message: Move toString up to MoveObject level; it belongs with processArgs
20:20:44BFLogBot Commit: c85c89011bb1 | Author: watusimoto | Message: Not server only -- used in the editor!
20:20:46BFLogBot Commit: d09a5173c374 | Author: watusimoto | Message: Puttering
20:20:47BFLogBot Commit: 2f188266b669 | Author: watusimoto | Message: Stupid variable names
20:20:56Watusimotoas per my last checkin
20:22:08raptorlike the instant logbot updates?
20:22:18Watusimotoyes
20:22:22raptorresults of building out a socket listening framework for it
20:22:25Watusimotowow
20:22:30Watusimotowell... good job!
20:22:41raptoryeah, i spent waaay too much time - but i got some valuable knowledge from it
20:22:47Watusimoto!bug
20:22:47BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
20:22:53Watusimotolearning is good
20:23:16Watusimotohi sam686
20:23:18raptorlooks like you're doing the refactor little by little anyways...
20:23:39sam686will be back in about 5 minutes
20:23:39WatusimotoI recall from some checking you made about 6 weeks ago that you added a server option to not forward voice chats. Is that right?
20:23:43Watusimotook
20:23:49Watusimotoanswer when you return
20:23:51raptoryes, he added that
20:24:03raptorbecause voice chat was being abuse
20:24:06raptor*abused
20:24:16raptornow that i had gotten it to work with a decent codec...
20:24:21raptoron all three platforms
20:24:51raptorhaha, stupid variables..
20:25:00raptori wondered about that too...
20:25:08Watusimotomy question was whehter players had any notice that voice chat was disabled
20:25:17raptornope :)
20:25:26raptori stay blissfully unaware
20:36:20koda Quit (Ping timeout: 240 seconds)
20:38:26koda has joined
20:38:42kodahi
20:38:46raptorhi
20:39:28Watusimotobtw, raptor, am grateful for stuck-alt-key fix
20:39:35raptor:)
20:39:57raptorthere's nothing like removal of a long-standing annoyance
20:41:19raptori wonder if i should try android compile again...
20:41:57Watusimotoany reason to think it would go better?
20:42:19raptoryes, i found some answers to opengl crashes...
20:44:14raptorwhether they work or not is a different matter...
20:44:18Watusimotothen sure. but first, take a quick look at void FlagItem::setZone(GoalZone *goalZone)
20:44:25Watusimotoand tell me what that first line is trying to do
20:44:39kodahow does bitfighter work on android?
20:44:47raptorlooking...
20:45:16raptorkoda: it starts up but crashes eventually with weird memory errors
20:45:23raptorno interface of course... :)
20:45:46WatusimotoI think an android build should be a high priority after the release
20:45:51WatusimotoI'll even take a crack on it
20:45:58raptorseriouslY?
20:46:09Watusimotowhat seriously?
20:46:15raptorandroid build..
20:46:16Watusimotothat it should be a priority?
20:46:32Watusimotoor that i'd deign to look at it
20:46:32raptoryes, and what on earth is this flag comment trying to tell me...
20:46:46Watusimotobeats me!
20:47:26Watusimotowell, I think we'd get a lot more players if we had an android version
20:47:27kodaif someone is going to bear my continuous questions i'd take on ios porting
20:47:28raptorlooks that method is used for linking a zone to a flag that has been placed there in HTF and RET
20:47:43Watusimotokoda: really?
20:47:44raptorkoda, i'd totally answer your questions
20:47:51Watusimotome too!!!!!
20:47:57raptori already got bitfighter to compile on ARM
20:47:57koda:D
20:48:01Watusimotoexcept I'm in a funny timezone
20:48:02raptor(for android)
20:48:10raptorkoda is in your timezone
20:48:11kodai promise nothing but the code is in a very good shape
20:48:20Watusimotooh yes, italy, right?
20:48:59raptorWatusimoto: why is there a dynamic cast to itself, in that method?
20:49:46Watusimotowell, that's what I was asking you
20:50:00raptori think i am stupider after trying to figure this out
20:50:01Watusimotoas far as I can see it makes no sense at all, and can just be removed
20:50:10Watusimotoalong with that dumbass comment
20:50:36raptorbut sam686 might understand... he's good at understand things like this
20:58:12sam686hi
20:58:44raptorhi sam686
20:59:10raptordo you understand the comment and logic at the top of FlagItem::setZone(GoalZone *goalZone) ?
20:59:57Watusimotodon't bother
21:00:07BFLogBot Commit: b2cc485aa45a | Author: watusimoto | Message: Now with 99% less dumbassery
21:00:18Watusimotoit's been dedumbassed
21:00:25kodalol love that commit description
21:00:36Watusimoto:-)
21:00:41sam686used for zone control and retrieve, to see what zone has that flag..
21:00:59Watusimotothat first cast is a beauty!
21:13:51Watusimotoso sam686, I wanted to ask that if someone disables voicechat on a server, do players have any way of knowing, or do they voice-chat away ignorant that their cries go unheard?
21:15:44Watusimotokoda: if you really are interested in doing an ios port of bitfighter, there's large portions of the game that we could cut out, such as the editor and (possibly) game hosting
21:15:58Watusimotothat might make things easier
21:16:16sam686there is "DisableServerVoiceChat" option in ini
21:16:17kodais there a keyword that enables/disables stuff?
21:16:34Watusimotono, but we could add some ifdefs
21:16:36raptorkoda, yes
21:16:41WatusimotoI mean yes
21:16:47Watusimoto(apparently)
21:16:52raptorI added TNL_OS_MOBILE to cut out a lot of stuff that wouldn't work
21:16:56sam686I think the clients will know the voice is disabled by not see any of getting sound meter (maybe even a message)
21:16:57koda\o/
21:16:58raptorlike the console
21:17:13raptorhowever, for now, audio is disabled, too, i think...
21:17:32kodaraptor: i take that it was added for android?
21:17:34Watusimotosam686: how does the game know not to render the meter?
21:17:39raptorbecause I needed to interface openAL with whatever android has, and i didn't want to
21:17:41kodaand that it compiles on it :p
21:17:49raptoryes koda
21:17:53raptorso
21:18:12raptorso i created a few defines: TNL_OS_IPHONE TNL_OS_ANDROID
21:18:45kodaiphone?
21:18:45raptorTNL_OS_MOBILE is defined if either of those are, see tnl/tnlTypes.h:292
21:18:59raptoryes, well, i thought i'd be thorough...
21:19:08raptoryou may change to IOS
21:19:20kodanah iphone is fine
21:19:27kodai don't like to change ifdefs
21:19:35sam686GameConnection have s2rVoiceChatEnable can be used both ways (server tell client to enable / disable) (or client tell server that the client is not accept any voice due to zero voice volume)
21:20:35Watusimotosam686: I just want to make sure users have some way of knowing the feature has been disabled
21:21:02raptorWatusimoto: maybe a general message: "some users have voice chat disabled"
21:21:07WatusimotoI think perhaps instead of a volume bar, a message should be displayed that says "Voice chat disabed on server"
21:21:20raptorohhh... server disabled, interesting
21:21:23Watusimotobut it's not some users, it's all users
21:21:26raptorthat's different
21:21:28raptorok
21:21:29raptoryes
21:21:46kodaso which groups of files should be in? zap and all the libs?
21:21:54sam686or maybe more like "some users muted voice chat volume" (which tells the server to not send any voice to that client witn muted voice volume)
21:24:27sam686Still, there are some users that doesn't know the voice chat is team only, not global voice.. Especially when it is 1 vs 1 (2 teams).
21:24:38Watusimotoha
21:24:43Watusimotothat's a funny image
21:25:14raptorkoda
21:25:17raptorfiles, yes
21:25:18raptorok
21:25:22raptorthe rundown:
21:25:28raptorzap/ is all the base bitfighter code
21:25:46raptortnl/ is the network library and also handle cross-platform type stuff
21:26:06raptoreverything else is just added libraries/headers
21:26:31raptori try to put the build projects in build/
21:26:39raptorbut only mac is really there...
21:26:53kodai c
21:27:07kodaso i'd need to compile zap and rnl
21:27:24kodaand then provide the lib for ios
21:27:52kodaraptor: organization wise, what should be done? another folder on android osx windows level?
21:28:19sam686I could move all my .sln and .vcproj to a seperate directory... For Linux, good luck trying to move all the Makefile into one directory..
21:28:23raptorsure, you make one called ios and put project files there
21:28:53raptoroh, tnl/ requires libtomcrypt/ too
21:28:53koda5891 errors :D
21:29:42raptorif you look at the osx xcode project, you can see all the libraries that are actually needed - i think for sound you need ALURE and OpenAL-Soft (OpenAL-Soft might not be needed for iOS)
21:30:01koda nods
21:30:20raptordoes iOS distribute OpenAL libraries?
21:31:27raptorargh - i have to go, i'll be back later today (but you guys may be asleep...)
21:32:00sam686android phone has a mic (it wont' be a phone without a mic)
21:33:31raptorargh ok, see you later!
21:33:57raptor Quit ()
21:58:13BFLogBot Commit: edcf352bb422 | Author: watusimoto | Message: Better fn name
21:58:15BFLogBot Commit: 3122cc4dd931 | Author: watusimoto | Message: Spybugs now drawn in correct location as they are dragged in editor
21:58:16BFLogBot Commit: 1e11a2b09be2 | Author: watusimoto | Message: All (or at least most) items now visible while being dragged in preview (Tab) mode in editor
21:58:18BFLogBot Commit: 661d031fb13a | Author: watusimoto | Message: Removed now duplicate methods
22:08:56Watusimotobye!
22:13:40Watusimoto Quit (Ping timeout: 240 seconds)
22:29:16amgine135246 has joined
22:29:30amgine135246hi sam
22:29:42sam686hi
22:30:11amgine135246 a question is there a command to get the enemys flag count? ( for my bot project)
22:32:13sam686there is, and I even think s_bot uses it on its own ship too..
22:32:39amgine135246do you know what it is cause im using it for somthing im wortking on
22:33:47sam686bot:getFlagCount() to get our own flag counts
22:34:13sam686or get a ship objects and use a foundShip:getFlagCount()
22:34:15amgine135246 what if it was a oppents would it still work
22:35:04amgine135246anywasy what im trying to do is make it so the bot only outs the falgs in the nexus if its > then the oppents flag count
22:35:14amgine135246 flags
22:35:18amgine135246 =)
22:36:30amgine135246 lol i really need to delete that map XD cause i just loaded crash map XD
22:36:37amgine135246 frozen XD
22:38:41amgine135246here join i want to see if this works
22:38:52sam686ok
22:40:46koda2961
22:46:22koda1400
22:47:16koda5891 to 1400, around two thirds of the stuff done :p
22:47:21kodawill continue tomorrow
23:24:15amgine135246 Quit (Quit: Page closed)
23:29:01raptor has joined
23:29:01ChanServ sets mode +o raptor
23:51:40koda Quit (Quit: koda)
23:56:36amginea135246 has joined
23:56:46amginea135246sam what happened
23:57:14amginea135246 there was one more thing i wanted to show you join
23:57:23amginea135246 and host that map again

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