#bitfighter IRC Log

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IRC Log for 2012-10-24

Timestamps are in GMT/BST.

00:03:21Watusimoto Quit (Ping timeout: 265 seconds)
00:03:27sam686 has joined
00:03:27ChanServ sets mode +v sam686
00:12:56koda Quit (Ping timeout: 244 seconds)
00:16:26koda has joined
00:30:29raptor Quit ()
01:54:53Fordcars has joined
02:06:07Fordcarshi
02:06:41sam686i see "FordCar" without S, is that you or not?
02:07:03Fordcarsnah
02:07:15Fordcarsalso earlier there was NissanCars lol
02:32:32Fordcarsahhhhhhh
02:32:42Fordcarstrying to quit
02:33:17sam686my 5 clients either can't connect or is lagging badly (but still have over 50 FPS on all of then
02:33:44FordcarsMy client froze man! I am trying to quit!
02:33:49sam686I guess your old computer or your internet just can't take more then 3 players
02:34:00sam686(when hosting)
02:34:17sam686right click taskbar, task manager, and end task
02:34:22Fordcarsbefore it could take way more! Its not that old! wait
02:34:25FordcarsI quit
02:34:39FordcarsWill try in window mode
02:34:43sam686ok
02:34:49Fordcarsactivity monitor on
02:37:12Fordcarscpu usage is still 50 %
02:37:39Fordcarsinternet usage is less than 0,5 %?
02:38:06Fordcarscpu 50%
02:39:00Fordcarsyes but internet and cpu usage are really normal
02:39:45sam686maybe somehow your computer is really slow with processing network bandwidth, not sure why..
02:39:59Fordcarsonly like this week?
02:40:14Fordcarsis there a way to view this?
02:40:29sam686maybe its the level thats the problem
02:40:35Fordcarsnetwork=0.10
02:40:41Fordcarsok
02:42:35Fordcarswhat is forcefield.exe
02:42:43Fordcarsoh perfect
02:43:00sam686did the freezing happen on 017 or 017a?
02:43:00FordcarsOSPPSVC.exe?
02:43:22Fordcarsonly since yesterday with cleverbot 017b
02:44:29sam686not sure what causing it..
02:45:06Fordcarsi might know
02:45:20FordcarsOSPPSVC might be the problem
02:48:34sam686http://www.file.net/process/osppsvc.exe.html says it is part of office 2010
02:49:28Fordcarsbut if its in system32 it could be camouflage. It is taking lots memory and none of office is open
02:50:25Fordcarstry now sma
02:50:30sam686maybe..
02:50:46Fordcarshmmmm
02:50:52sam686but not sure..
02:51:01Fordcarsits slow
02:51:24Fordcarsanti virus is off since a few days back
02:52:01Fordcarsnow try again
03:02:54sam686does it lag hosting even with my build? http://sam6.25u.com/upload/bitfighter017.zip (the 017 version)
03:03:08Fordcarsone tick
03:04:18Fordcarsyeah it was part of zone alarm
03:06:15Fordcarsyour lag earlier was because one of my weird lag spikes
03:07:21sam686i am not too sure which is your server, it might be cleverbot server (named FordCars with a S_Bot admin)
03:07:30sam686(hosting from client)
03:07:38FordcarsI am not hosting!!!!!!!!!
03:07:56Fordcarsnot yet bf2 crashed it thought it was a virus
03:08:10FordcarsYou will see my server soon
03:08:19sam686ok
03:08:28FordcarsBTW I cant connect to master server with bf2
03:09:08Fordcarsok so bf works with master server but bf2 cant connect to master server
03:09:17Fordcarswhen I host , it crashes
03:09:20Fordcarsbf2
03:09:57sam686I think it was my broken compiled build, starting over..
03:10:11sam686Just noticed my build has same problem on my comuter
03:10:19Fordcarsok thanks
03:11:38sam686with my fast computer a 8 minute compiled turned into a 1 minute compile..
03:11:59Fordcarslol I would like that!
03:12:02amgine123456so how are the BF18 beta bugs coming
03:12:52sam686just one more minute to zip and give you a link
03:13:25sam686http://sam6.25u.com/upload/1bitfighter017.zip
03:13:43sam686should work and allow connecting to master
03:13:51Fordcarsok one tick
03:14:23Fordcarswait how do you uninstall an application ( not BF)
03:14:56sam686my .zip doesn't have install or uninstall
03:15:04sam686just delete to remove it.
03:15:10FordcarsI mean zone alarm I knida made it go nuts
03:15:16koda Quit (Quit: koda)
03:15:29sam686Control Panel, Add or remove programs
03:15:41sam686you should see a big list, one may be ZoneAlarm
03:16:20Fordcarsthank you it loadng
03:16:22sam686even a "Bifighter" may be in the list, if you used the bitfighter installer..
03:16:36Fordcarsman oh man talk about multi tasking!
03:17:22Fordcarsok its doing it
03:18:00sam686(just don't uninstall some random stuff that might be kindof important to someone using the same computer or installed from CD unless you have the disks to install it)
03:18:18FordcarsI am the only one using this computer
03:18:33sam686ZoneAlarm is nothing but a firewall or similar, which may eat some CPU power..
03:18:45FordcarsIt just that it was missing some files I will reinstallit later
03:19:08sam686Microsoft Office has Excel Word PowerPoint which is kind of important to have
03:19:24Fordcarsyes i am online un installing zone alarm
03:19:30sam686ok
03:19:46Fordcarsdone
03:19:51Fordcarsnearly
03:20:22Fordcarscome on!
03:20:33sam686telling you to restart?
03:20:46Fordcarsits just still on 100%
03:21:42Fordcarsoh great it will have to restart
03:21:47FordcarsI will do that later
03:21:51Fordcarsok bf2 time
03:21:54sam686ok
03:22:25sam686lets just say shutdown and later starting up is mostly the same as restart..
03:24:46raptor has joined
03:24:46ChanServ sets mode +o raptor
03:25:03Fordcarsye
03:25:05sam686if you like my bitfighter2.exe, you can rename it to bitfighter.exe and overwrite to c:\program files\bitfighter
03:28:24sam686What Fordcard had is freezing problem when hosting with more then 2 or 3 players connected.. What my build does is mix in TNL 018 code with existing 017 Zap which seem to make FordCars no longer have freezing problem.
03:28:45Fordcarsfordcard, yeah
03:28:52Fordcarslol thank you very much!
03:29:00sam686ok
03:29:49Fordcarsuhm if I replace bitfighter, does it change stuff in app data or do it still have my lveles
03:30:25sam686it only replaces the binary, the levels, sound effects files, robot files, and all other files (your bitfighter.ini) is kept the same
03:30:38FordcarsAH THANK YOU!
03:30:42Fordcarsok
03:30:45sam686you might need to replace all the .dll too (which is also binary files)..
03:31:48Fordcarsbrbr
03:32:23sam686after overwriting the bitfighter exe and dll, test it by starting the Bitfighter the normal way..
03:36:10Fordcars Quit (Ping timeout: 260 seconds)
03:46:29raptorhi sam686
03:46:47raptori found the revision that added the double rendering: fb5d5396e44f
03:47:07raptorbut it's a big revision. i haven't found the culprit spot yet...
03:49:08sam686put a breakpoint in UderGameInterface::render, and look at backtrace on repeated breaks at that point, trying that..
03:50:20sam686UIManager.cpp line 658?
03:50:37sam686... and line 660?
03:50:43raptorha!
03:50:45raptorgood find
03:52:38raptorhuh - that isn't part of the change, though...
03:53:04sam686maybe you messed up trying to find which revision..
03:53:12raptorprobably
03:53:19raptorbut that sure fixes it! thanks sam686
03:54:01raptorwait wait
03:54:13BFLogBot Commit: 2e529cfb356b | Author: sam8641 | Message: Fix double render.
03:54:42raptordoes it render again in the block above?
03:55:11sam686it would crash if there is no mCurrentInterface
03:55:28raptorhmm... i guess that is a transition effect...
03:56:53raptorok, now to find ship contrails problem...
03:59:19sam686I see my ship trails when joining a server, but not when hosting..
04:25:20raptorthat is weird
04:25:29raptormessed up render state?
04:26:31amgine123456i may of found a bug in a multi team core match with over three teams all teh teasms that lose before the final team is eliminated tie it doesnt keep track of order also in the lower right it say core/0?
04:26:58sam686it might be MoveObject::setPos always setting the WarpPositionMask
04:27:47amgine123456is that normal?
04:28:28raptorinteresting, why do you think he changed it to that?
04:28:50amgine123456maybe it could say your teams core were eliminated you have placed to a team in pm when a team is elimnated and it keeps track of the teams position?
04:28:58amgine123456placed xxx
04:29:34sam686always setting the mask bit on every tick may actually increase bandwidth (from sending the position much more often now)
04:29:46raptoryeah, that's weird...
04:29:50sam686since MoveObject::Move uses setPos
04:29:57raptorcan you think of a reason why he did that?
04:30:15amgine123456feelsing ignored
04:32:01amgine123456never mind then i guess
04:32:18sam686not surem maybe a mistake or not looked over all the problem it might cause..
04:32:23raptoramgine123456: sam686 and I are already in a conversation, please be patient
04:35:15raptorwell, sam686, should I just revert that change (confirmed it is the reason...)
04:40:30sam686ok
04:40:47sam686you could revert the setPos stuff
04:40:59amgine123456anyways i think it hsould be a priority but anyways i gtg all bye
04:41:05amgine123456get that fixed!
04:41:14sam686team score sorting?
04:41:32amgine123456yes now i have to go or somone will be angery
04:41:42sam686don't know about team sorting, since most levels has only 2 teams..
04:42:13amgine123456not really and there is one of the main maps that has three teams and is a zone control
04:42:36amgine123456there are quite a few three way maps
04:42:43amgine123456or more
04:42:50amgine123456anyways bye
04:42:56sam686well, i think team sorting repeatedly changing in scoreboard might bother
04:43:59sam686its something of much lower priority (if it is) then other bugs..
04:44:45sam686will be back in about 5 minutes...
04:46:59amgine123456 Quit (Ping timeout: 245 seconds)
04:54:41raptorok
04:54:43raptorback
04:54:54BFLogBot Commit: 3ef8eade4f84 | Author: buckyballreaction | Message: Move setMaskBits back to MoveItem. Fixes ship contrails missing, and probably reduces network. Watusimoto, was there a reason you moved this in the first place?
04:54:59raptorwhat did amgine say was a problem?
04:59:17kodaws has joined
05:03:11sam686I think amgine wants teams to be sorted by score, mostly at bottom right side..
05:03:24raptorha
05:03:30raptorthat doesn't seem like a bug..
05:03:50raptori think it'd be a little annoying if it switched a lot..
05:07:24raptori wonder if bitfighter would run in BeOS
05:10:05raptori'm looking at the sdl buildbot: http://buildbot.libsdl.org/grid
05:10:20raptorhaiku = beos
05:10:32kodaws Quit (Ping timeout: 244 seconds)
05:14:17raptorok, heading to bed... good night!
05:14:22sam686night
05:14:26raptor Quit ()
05:14:34sam686 has left
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07:56:56ChanServ sets mode +o watusimoto
10:18:15kodaws Quit (Quit: k thx bai)
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15:56:37raptorgood day!
16:11:18kodawshi
17:04:08raptorhi
18:01:24kodaws Quit (Ping timeout: 244 seconds)
18:58:14LordDVG has joined
18:58:20LordDVG Quit (Read error: Connection reset by peer)
18:58:38LordDVG has joined
19:21:24raptorha!
19:21:28raptorlooks like shop class is in?
19:22:36Watusimoto_ has joined
19:23:04raptorall of them from Virginia
19:26:29Watusimoto_I thought one was from Rhode Island
19:26:54raptornot sure if it's 'shop' class per se'...
19:27:11raptorbut they all logged on from the same IP (NAT'd) from somewhere in VA
19:27:59Watusimoto_ah, sorry, wrong topic
19:35:41raptori suppose it'd be hard to follow when I talk to myself..
19:41:21Watusimoto_so to answer the question you asked with your last checkin, about why I moved the bitmask
19:41:40raptoroh yes
19:41:47BFLogBot Commit: e2db91a2e01d | Author: watusimoto | Message: Whitespace
19:41:49BFLogBot Commit: 1bd87a93e3a0 | Author: watusimoto | Message: Merge
19:41:50BFLogBot Commit: 6bdd0367d9a6 | Author: watusimoto | Message: Luaize all zone objects, fix bug with setting geom causing mVertSelected to be missized
19:41:52Watusimoto_I was trying to tie the changing of location to the sending of lcoation, so that it was harder to do one without the other
19:42:09Watusimoto_because in my mind, they are closely linked
19:42:32Watusimoto_I'm not sure if, in MoveObject and subclasses, you would setPos without setting the moveMask
19:42:38Watusimoto_of the PosMask or whatever it is
19:42:57raptorthat make sense to me... but there are these weird virtual methods: setActualPos, setActualVel, that are overriden by various child classes...
19:43:06raptorwhich make it confusing..
19:43:10Watusimoto_if there is a counter example, I'd like to see it. Though, to be fair, I have made no effort to look
19:43:12Watusimoto_yes
19:43:22Watusimoto_do you want a brief explanation of what those are?
19:43:29raptorsure
19:43:38Watusimoto_so a regular object has a location
19:43:40Watusimoto_a pos
19:43:48Watusimoto_and you can do setPos() as expected
19:43:53raptoryes
19:44:01Watusimoto_a MoveObject has an actual Pos and a renderPos
19:44:06raptorcorect
19:44:14raptorcorrect
19:44:15Watusimoto_so we have setActualPos and setRenderPos
19:44:28Watusimoto_but what should setPos do for these objects?
19:44:28raptoryes that makes sense
19:44:39Watusimoto_I think I mapped it to do a setActualPos
19:44:41raptordepends if you're on the client or server, right?
19:45:08Watusimoto_ah, well, on the client I don;t think you ever know the actualPos
19:45:18Watusimoto_I think you really only have one pos, which is the renderPos
19:45:24Watusimoto_but I'm not positive about this
19:45:28raptorserver wouldn't have the render position, then
19:45:53raptori think 'render' is client-side prediction
19:46:00Watusimoto_maybe client has both, the renderpos is where it's drawing, and the actualpos is where the server has last said it was
19:46:07raptorwaiting to receive actual, so client should have both
19:46:12Watusimoto_and the client tries to bring those together as unobtrusively as possible
19:46:13raptoryes
19:46:18Watusimoto_in which case, yes, it would have both
19:46:24Watusimoto_and server would only have acutlapos
19:46:28Watusimoto_so I think you are right
19:47:02Watusimoto_well, in any event, I think some of the confusion is btwn the setPos and setActualPos doing the same thing
19:47:10Watusimoto_and when do you use one and when do you use the other?
19:47:25raptorexactly - i'm still confused about that..
19:47:56raptoror at least, the pathways to get there...
19:48:06Watusimoto_so my contention is that (like Plato and his certitude that women had more teeth than men, without ever bothering to look) we want to set the Pos mask whenever the server calls setPos
19:48:07raptorand i'm not entirely positive that they are all correct...
19:48:42Watusimoto_well, setPos and setActualPos are somewhat interchangeable
19:48:48raptorok, that makes sense..
19:49:35raptorso my revert fixes the bug... probably because WarpPositiionMask was being set all the time, too?
19:49:39Watusimoto_wrong
19:49:41Watusimoto_void MoveObject::setPos(const Point &pos)
19:49:41Watusimoto_{
19:49:41Watusimoto_ setActualPos(pos);
19:49:41Watusimoto_ setRenderPos(pos);
19:49:41Watusimoto_ Parent::setVert(pos, 0); // Kind of hacky... need to get this point into the geom object, need to avoid stack overflow TODO: Can get rid of this?
19:49:43Watusimoto_ updateExtentInDatabase();
19:49:45Watusimoto_}
19:49:50Watusimoto_setPos is not the same as setActualPos
19:50:12Watusimoto_(you were not wrong, I was wrong, to clarify what the wrong was referring to)
19:50:28raptorhehe, i don't mind being wrong... i frequently am
19:50:40Watusimoto_your revert did fix the bug
19:50:55Watusimoto_though I think it was because the setmask thing was in the wrong place
19:50:59Watusimoto_and wasn't being called
19:51:58Watusimoto_ok, here is a setPos that isn't associated with a setmask
19:51:59Watusimoto_ if(!objectHit) // No collision (or if isBeingDisplaced is true, we haven't been pushed into another object)
19:51:59Watusimoto_ {
19:51:59Watusimoto_ Point newPos = getPos(stateIndex) + getVel(stateIndex) * moveTime; // Move to desired destination
19:51:59Watusimoto_ setPos(stateIndex, newPos);
19:52:00Watusimoto_ break;
19:52:02Watusimoto_ }
19:52:09Watusimoto_that's in MoveObject::move
19:52:40raptorwhat
19:52:44Watusimoto_so I'm going to leave your revert in place and not worry about it for the moment
19:53:13raptorha!... maybe one of our GSoC projects could be bringing sanity to the client-side prediction system...
19:53:39Watusimoto_now there's a thought
19:53:44Watusimoto_and add ipv6
19:53:46Watusimoto_to tnl
19:53:52raptoripv6!
19:53:56raptorthat's a good one!
19:53:59raptorkoda take notes
19:54:10Watusimoto_we need a wiki page for these ideas
19:54:16Watusimoto_I'll create one
19:54:21raptorok
19:56:23Watusimoto_http://bitfighter.org/wiki/index.php/GSOC_ideas
19:56:25raptorother ideas that came up sunday: the journal (replay/save games), mobile port work, observer mode, automated testing (ha), GLES2
19:56:44Watusimoto_I'll add them
19:57:21raptorkoda proposed full rendering abstraction (no OpenGL - basically only SDL)
19:57:34raptorfeel free to reject any of these
19:57:55Watusimoto_what's an example of sdl vs. opengl?
19:57:56raptorrobot personality editor
19:58:40raptori'm not exactly sure what koda had in mind... but he said that you'd program to a rendering layer in SDL2 which would then translate to OpenGL, Directx, whatever
19:58:53raptor(I think that's what he said...)
19:58:53Watusimoto_and that's to make porting easier?
19:58:58raptoryes
19:59:11Watusimoto_because SDL has been so great to work with!
19:59:15raptorhaha
19:59:38raptoroh, webGL
19:59:42raptoranother idea..
19:59:52raptorwhich would require GLES2
20:00:10Watusimoto_webgl?
20:00:18Watusimoto_for what, html5 client?
20:00:19raptorbasically in-browser 3d games
20:00:21raptoryes
20:00:27Watusimoto_that would be nice
20:00:31Watusimoto_lightweight client
20:00:33Watusimoto_no hosting
20:00:38Watusimoto_only playing
20:00:42raptori think that was all we came up with... except for my suggestion as a rewrite into Java
20:00:48Watusimoto_no
20:00:51Watusimoto_:-)
20:00:59raptoryeah, i was out of ideas by then..
20:01:22Watusimoto_i wonder if it would be possible to port TNL to JS
20:01:24raptoroh another: simplification of the collision system
20:01:47raptorbecause we have like 4 collision-related methods semi-randomly thrown around
20:02:24Watusimoto_that might tie into a physics revamp
20:02:45Watusimoto_or rather an abstraction and modularization of the physics system
20:03:02raptoryes
20:03:22raptorwhen we're done it'll be a new game!
20:03:41Watusimoto_since you and sam joined, it has already become a new game
20:03:53Watusimoto_really, and unbeliveably better
20:03:53koda has joined
20:03:55raptoryes... with Wagner
20:04:00raptor:)
20:04:02Watusimoto_yes that
20:06:11Watusimoto_just took a quick look at Galcon Fusion game, and how they do their account settings
20:06:21Watusimoto_they've buried their signin under a submenu of Options
20:06:51Watusimoto_you startup with a main menu; no user name input as first screen
20:06:57Watusimoto_and they have nice menu music
20:07:01raptorhaha
20:07:28raptorkoda: http://bitfighter.org/wiki/index.php/GSOC_ideas
20:07:43kodawow
20:07:52kodawe are getting serious :)
20:08:01Watusimoto_and their help system is nice -- you can interact with items on the screen while reading about them
20:08:29Watusimoto_but our credits are cooler
20:09:14raptorhaha
20:09:37Watusimoto_and they have "high scores" (called ranks) under a multiplayer menu
20:10:17Watusimoto_wichi wouldn't really work for us because we have no single player mode
20:10:27kodaraptor: we've got time, but that page needs a lot of additions
20:10:42kodalike difficulty level, prerequisites, description and who to ask
20:11:11raptorlike this?: http://www.hedgewars.org/gsoc_ideas2012.html
20:11:32raptorwe started the page roughly 10min ago...
20:22:43LordDVG Quit (Remote host closed the connection)
20:22:56kodalike that yes :p
20:23:01kodai told you we had time!
20:23:09kodabtw hedgewars is going beta
20:23:11kodawhooo
20:23:18raptorWOW
20:23:24raptoryou mean like 0.10?
20:23:27raptor:)
20:29:24koda0.0.0.0.0.0.1
20:29:26koda:D
20:29:36raptorha!
20:48:04Watusimoto_never overcommit on your versions
20:51:06Watusimoto_the downside of a broswer version of Bitfighter would be an independent codebase
20:51:25Watusimoto_unless we used Google native client
20:51:35raptorSalt!
20:51:52raptori haven't heard much about native client in a while...
20:52:20raptorcool!: https://developers.google.com/native-client/community/porting/SDLgames
20:52:39Watusimoto_neither have I
20:52:53Watusimoto_whoa
20:53:36raptorwow, looks more complete than when i last saw this...
20:54:14Watusimoto_yes, and now with sdl support
21:00:13kodawatusimoto: actually you can just compile c
21:00:16kodac++
21:00:19kodato llvm bytecode
21:00:24kodaand then process it with emscripten
21:00:41kodathat will generate a javascript(+webgl) from the same codesource
21:00:41raptorno way!
21:00:48kodanacl is not needed at all
21:00:54raptoris that how you did hedgewars??
21:01:12kodathat's the way we did for hw, with the additional step of a pas 2 c converter
21:01:24raptorwhoa!
21:02:12raptori had no idea llvm worked that way...
21:04:25kodame neither
21:04:31kodayou did see the demo right?
21:04:35raptoryeah
21:04:43raptori thought it was magic
21:06:27kodalol
21:07:01Watusimoto_wow
21:07:07Watusimoto_so how is the performance?
21:07:08raptori could not figure out how on earth a pascal game could appear in mybrowser in so short a time...
21:07:39kodawatusimoto: judge for yourself http://hedgewars.org/hwjs/hwjs.html
21:09:22Watusimoto_sigh... it killed chrome
21:09:29kodaahah
21:10:13Watusimoto_oh wait, it's back... somehow
21:10:41raptorthose evil banana-heads!
21:12:00Watusimoto_I'd say that's pretty amazing
21:23:26raptorkoda: where is your script to build hedgewars with emscripten? is it in the repo somewhere?
21:23:50kodano it is still to be merged
21:23:58kodait's in student's clone
21:24:09raptorok, which clone? :)
21:24:19kodawebport
21:24:22kodaby xymengy
21:24:40kodathere should be a 'fork' of emscripten in web_port
21:24:47kodaand some tools in... tools/ (like pas2c)
21:25:18raptorah, found it...
21:40:46raptorwell, bitfighter compiles with clang...
21:43:33raptorrats, libtomcrypt doesn't...
21:52:46raptornow it does...
22:01:53amgine123456 has joined
22:02:02amgine123456huh?
22:02:15amgine123456 fake watissimo?
22:03:45amgine123456well anyways hi how is BF18 coming
22:05:38amgine123456 you know i had a dream that gave me a idea anyways in the dream BF was complertly coverted onlne and teh number of people playing was dramaticly increased ayways would it be possible to completly convert BF to online ie no download needed? now aboiuly some things would need to be added / changed but i wa wondering if it would be posssible to convert Bf completly to java or flash?
22:06:47amgine123456or osme other program maybe if the game didnt need a download it we make it more appleaing to people.
22:07:12amgine123456idn maybe you could decide though i thihnk it would be a great move in the long run.
22:12:14Watusimoto_converting bf to another language would be a HUGE task
22:12:20Watusimoto_basically like rewriting the entire game
22:12:26Watusimoto_and all the supporitng libraries
22:12:34Watusimoto_won't happen
22:13:01Watusimoto_but there are new technologies that might help in other ways, that we're looking into
22:13:20Watusimoto_maybe, someday, we'll get bf in the browser
22:13:23Watusimoto_but not today
22:13:56amgine123456i know but i think someday in the future its a task worth completing.
22:14:32Watusimoto_yes, probably so
22:21:21Watusimoto_maybe a gsoc task could be to make our walls less insane
22:23:50BFLogBot Commit: 6e205ad82566 | Author: watusimoto | Message: Formatting
22:23:52BFLogBot Commit: a038715081a2 | Author: watusimoto | Message: Can now add PolyWalls via Lua
22:24:15raptorour walls are insane
22:26:47amgine123456although maybe the walls grpaics could be a little sharper to match the rest of teh game
22:26:58amgine123456there a tad soft in my opinion
22:29:23amgine123456you know one thing that really think should be added to BF is team sorting on the scoreboard with a number indicating the teams place this would help indicate who lost first in multi team core matches as well as help calarify what the teams posisitons as far as score goes at teh end of the game they are currently in a set order so you have to take the time to read all the scores to figure out the placment order wouldnt be ni
22:29:48amgine123456if that made sense at all.
23:04:49raptoramgine123456: scoreboard will stay static on team games because it is confusing to have to search for you team location every time you want to see the score
23:04:59raptorbut, it may be a good idea to mark the winner
23:11:42Watusimoto_what if we made the winning team have a larger scoreboard, that kind of pops out a little
23:11:53Watusimoto_like it moves to the front
23:11:57raptoryes, something like that
23:12:08Watusimoto_that might be nice
23:13:39amgine123456 Quit (Ping timeout: 245 seconds)
23:14:38Watusimoto_https://code.google.com/p/bitfighter/issues/detail?id=168&thanks=168&ts=1351120478
23:15:41raptorunless of course, you favor reordering the scoreboard in team games..
23:16:17raptorwe do reorder in single-team games...
23:16:58Watusimoto_no I agree with your comment
23:17:13Watusimoto_though it would be easy to find your team given the colors are rather prominent
23:17:30Watusimoto_but I think we start by leaving team order fixed
23:23:03raptorcompiling with LLVM gives loads more warnings....
23:52:39Fordcars has joined
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23:59:34raptor Quit ()

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