#bitfighter IRC Log

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IRC Log for 2012-10-25

Timestamps are in GMT/BST.

00:00:35sam686 has joined
00:00:35ChanServ sets mode +v sam686
00:07:48BFLogBot Commit: 3103e119aaaa | Author: watusimoto | Message: Don't let scripts modify geometry of items already in-game. There currently exists no mechanism for transmitting those changes to the client. Also, this code doesn't work, but it's the right idea. Also some formatting and other minor stuff. Oh, and the big comment is wrong too. All in all, this is a winner of a checkin.
00:08:38Watusimoto_well, gentlement...
00:08:42Watusimoto_good night!
00:14:33Watusimoto_ Quit (Ping timeout: 252 seconds)
00:33:15Fordcars,
00:33:22Fordcarsok testing sorry
00:33:44Fordcarsanybody here?
00:33:53Fordcarsor am I just talking to log bot
00:34:03FordcarsI guess its just you, log bot
00:34:09Fordcarshow are you bot?
00:34:24FordcarsYou are always on irc!
00:34:35Fordcarsweird name too
00:34:53Fordcarsok well I feel lonely
00:35:15Fordcarsbut I guess what I say will go in the log lol
00:35:32Fordcarsok well
00:35:46Fordcarsyeah wanna join me on BF? ok
00:36:36Fordcarshello?
00:36:54BFLogBot_ has joined
00:36:59FordcarsLOG BOT!
00:37:03BFLogBot_hi
00:37:09amgine123456789hi
00:37:12BFLogBot_hey lokk at that
00:37:23FordcarsI am talking to log bot
00:37:27Fordcarsbut its me
00:37:39amgine123456789geez im having probmes with my level im trying to make cant see mt omake a perfect triangle wall
00:37:41Fordcarson another window
00:38:01BFLogBot_I have problems with BF
00:38:23BFLogBot_do you think 18 is coming soon
00:38:33BFLogBot_by the way I am fordcars
00:38:37BFLogBot_wait
00:38:43Fordcarsok
00:42:49BFLogBot_ Quit (Ping timeout: 245 seconds)
00:43:23amgine123456789this is anoyying me i can make make shaps proper when they need to be made on a larger scale\
00:43:28amgine123456789g cant
00:43:42amgine123456789i alwys make the, crooked
00:46:28amgine123456789arg how hard is it to make a stupid triangle
00:56:59amgine123456789 Quit (Ping timeout: 245 seconds)
01:03:57Fordcars Quit (Quit: Page closed)
01:05:40Fordcars has joined
01:05:57FordcarsHELP NOW WHERE IS THE SERVERS LOG ONLINE!
01:06:31Fordcarsyou know who won etc
01:08:15Fordcars_ has joined
01:09:27Fordcars_what is the url of the logs for servers! help!
01:10:25sam686hi
01:10:44Fordcars Quit (Ping timeout: 245 seconds)
01:10:47sam686your bitfighter_server.log is located on the same path as the exe
01:11:00Fordcars_online like who one on all servers
01:11:34sam686right now? http://bitfighter.org/bitfighterStatus.json
01:11:46sam686or Game Reports? http://bitfighter.org/stats/
01:12:29Fordcars_wow game reporst
01:16:28Fordcars_is there anyway to see player's IP?
01:20:23sam686look at the bottom of bitfighter_master.log
01:29:29Fordcars_ Quit (Ping timeout: 245 seconds)
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02:27:17raptor has joined
02:27:17ChanServ sets mode +o raptor
02:30:57raptorwow, watusimoto's last commit is... umm.. interesting..
03:03:45raptorsam686: what is the switch teams bug #17?
03:03:55raptorhow do you duplicate it? (and who reported it?)
03:30:28sam686while hosting or have admin, in a level with 2 or more teams, when admin switches someone team (even a robot team) client crash
03:30:39raptorok
03:30:41raptori try..
03:30:50koda Quit (Quit: koda)
03:32:13raptorassert in UIEditor??
03:32:15raptorwhat
03:33:49amgine123456btw the switch teams bug is one i found
03:34:03raptorha! looks like watusimoto is trying to open the team editor...
03:34:54amgine123456lol this is getintg hard trying to find bugs lol im trying to force it to crash now XD
03:35:16raptorfound the problem...
03:36:50amgine123456to the teams crash?
03:37:32BFLogBot Commit: 93494a3d9a22 | Author: buckyballreaction | Message: Fix crash when admin switches another player's team. Thanks amgine for finding this
03:37:44raptor:)
03:37:48raptornot anymore
03:37:51amgine123456:)
03:38:47amgine123456hmm nah i dont think thats a bug
03:39:07amgine123456but......
03:39:10amgine123456 hmmmm
03:39:25amgine123456yeah ill skip that
03:39:43amgine123456i also found the showzones bug
03:40:31amgine123456here is one maybe if the timer.lua gets accidently misplaced and a bot is added the game crashes?
03:40:43amgine123456hold on let me ocnfirm
03:41:01amgine123456yes
03:41:04amgine123456 it crashes
03:41:12raptori need exact steps to duplicate
03:42:02sam686i think the /showzones crashing bug may have been fixed a day ago, amgine just don't have the more updated binary .exe
03:42:12amgine123456htough im sure misplacing any of the srips crashes teh game
03:42:42amgine123456anyways lets say somone misplaces the timer.lua file and starts the game if they add a bot the game crashes
03:43:23raptori fixed those (I think)
03:43:29raptoryou should get an updated client
03:43:58amgine123456im using the bitfighter18orso version
03:44:40sam686i can give you a most updated .exe in about 50 seconds.
03:44:41raptorthere have been 20 revisions since then, maybe more..
03:44:46amgine123456the bitfighter-18beta5orso 2 version
03:44:56raptoroh yeah, sam686 has mean compiling machine!
03:45:19amgine123456well if you do i would be glad to continue testing
03:47:13sam686http://sam6.25u.com/upload/bitfighter_018_rev_5624_65d8157a5d00.zip
03:47:47sam686zipping, uploading, copy and pasting link seem to now take longer then compiling..
03:48:05amgine123456lol
03:48:49amgine123456my folders are filling up with betas
03:48:54amgine123456XD
03:48:59sam686My desktop i5 quad core beats raptor's i7 dual core by about 1.5 time faster I think.
03:49:14raptori'd trash any other's betas but the most current one..
03:49:53sam686well, http://sam6.25u.com/upload/ is filled with a bunch of files, much more then yours I bet...
03:50:06amgine123456so here is my question have you ever changed anything thats messed up the game so bad you were forced to backtrack?
03:51:07sam686a few times, yes.., but is quite easy to go back and look at what broke it, since all commit changes history is there..
03:51:10amgine123456whats worm? a beta item?
03:51:15raptorsam686: projectile.cpp:1619
03:51:28raptori'm looking at the client-side prediction problem with seeker
03:51:41amgine123456good thats one i also found =)
03:51:54amgine123456just call me the bug seeker =)
03:51:56raptordoes it make sense to have that isGhost() line anymore? It seems like that is the problem
03:52:24amgine123456wo sam i was looking at your files whats the worm? was it a beta item?
03:52:43raptordon't worry about Worm
03:52:57raptorit's one of the item ideas in development
03:53:00sam686We don't want client side to "Explode" when it mis-predict hitting the wall..
03:53:22raptorsam686: yes, but it returns rights there instead of finding a forcefield, etc...
03:53:47sam686there is also ::collided
03:53:52amgine123456 is it like a asteroid that hurts people but moves randomly? ( like the KIX game)?
03:54:34amgine123456sorry im really curious what it is
03:55:00amgine123456ugh my slow computer i am still downloading sams file
03:55:22raptorspeedzone is the only other thing that uses ::collided
03:55:23sam686maybe its not your computer, its your slow internet connection
03:55:58amgine123456hmm maybe i dont know just about anything slows my computer just using ie using lots of cpu
03:56:55amgine123456so whats the worm then im dying to know
03:57:04sam686moveObject.cpp line 355, that is where collided can go to Seeker::collided
03:57:16sam686or SpeedZone::collided
03:57:17amgine123456is it a wepon obticle other?
03:57:33amgine123456fine i give ill stop
03:57:54sam686amgine don't know much about .cpp code yet..
04:00:45amgine123456hmm is it just me or bots having problems
04:01:00amgine123456like the not loading i think its just me
04:01:50amgine123456ah never mind i misplaced the folder
04:02:01amgine123456or not......
04:02:35amgine123456umm i found somthing let me double confirm
04:03:07sam686you need to use updated version of s_bot, included in .zap file (i think)
04:03:16sam686.zip file (meant
04:03:33amgine123456sam are you ocupied at the moment i need you to see if you see what i see
04:05:40sam686you also need to use updated script files (also inside .zip file), or else the robots and levelgen don't work
04:09:34raptorok, i don't have the brain power tonight to finish diagnosing the seeker problem..
04:09:39raptorso i'm going to bed
04:09:42raptorgood night!
04:10:29sam686amgine123456 http://sam6.25u.com/upload/bitfighter018_rev_5668_3ef8eade4f84.zip (earliear, I put in an outdated .zip file)
04:10:39amgine123456lol sam
04:18:55amgine123456ok im on
04:19:32sam686I am thinking raptor falling asleep without turning off the computer...
04:19:46raptorwhat what?
04:19:54sam686oh did I wake raptor up?
04:20:05raptorok, i lied, i started researching another problem...
04:24:51sam686ok... the admin changing other player team is like horribly broken, although doesn't crash on release mode (no TNLAssert)
04:25:02raptori just fixed that
04:25:10sam686take away team, goes pink.. change team color....
04:27:09amgine123456i suggest going back to hte old team chager
04:39:33sam686I will need to go to sleep..
04:39:49raptor Quit ()
04:41:13sam686 Quit (Quit: :))
04:46:45amgine123456one last bug in the version you gave the me teh credit song doesnt work (and im still not in the credits =) )
04:47:36amgine123456also poly walls can disapeer if you save the level then reload it
04:53:40amgine123456this is in the most recent version sam gave me
04:54:33amgine123456umm over lapping forcefeilds ie outting them on another makes them indesturcable?
04:55:48amgine123456*same with turrets but they wont fire
04:56:26amgine123456also admins can chage anothers teams?
04:58:48amgine123456umm preplaced mines on forcefields disable them?
04:59:30amgine123456so much to find so little time
05:03:58amgine123456umm forcefilds in turrets are invurlable?
05:05:24amgine123456 Quit (Quit: Page closed)
05:10:21amgine12345 has joined
05:10:46amgine12345anyways another thing that i was saying before the irc rudley blocked me from chatting is.....
05:11:30amgine12345if you do /kickbot <username> (thats not a bot) it kicks the bot shouldnt this be disalowed?
05:23:06amgine12345player is not a bot?
05:31:44amgine12345 Quit (Quit: Page closed)
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12:10:14raptorI've added three more bugs to the list... amgine found two of them
12:11:51raptorI think the Lua refactors are starting to show...
12:16:29raptor#19 may have been because of your PolyWall changes... so maybe you know about it already
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15:55:23watusimoto has left
16:08:04Watusimoto_ has joined
16:11:59Watusimoto_he there
16:12:06Watusimoto_hey there rather
16:12:33raptorhi
16:12:46Watusimoto_any luck compiling for llvm?
16:12:58Watusimoto_I saw you were maing some real progress when I went to bed
16:13:00raptorllvm does compile, but emscripten doesn't...
16:13:14raptorhaving problems with TNL
16:13:23raptorbut i didn't try too hard
16:13:26Watusimoto_what's emscripten?
16:13:34Watusimoto_llvm -> js compiler?
16:13:38raptoryes
16:13:41raptorwell
16:13:51Watusimoto_ah, so a two stage process c++->llvm->js
16:13:56raptorso it will on-the-fly compile to llvm using it's own headers
16:14:00raptorthen try to js
16:14:38raptorbut it doesn't seem to work with some socket and threading contants..
16:15:17raptorthat's as far as i got - Lua, libtomcrypt compile, though
16:15:19raptorwhich is odd..
16:15:29Watusimoto_lua compiles on anything
16:15:37Watusimoto_libtomcrypt also
16:15:38raptori got past the thread issue, but the socket stuff has eluded me
16:15:40Watusimoto_so I'm not surprised
16:16:53raptoranyways, i think i'd rather my limited energies go to fixing bugs at the moment
16:18:38Watusimoto_hey, is there a good way to force linux to boot to cd room -- some magic key combo or something?
16:19:50raptoruhh... do you have access to the bootloader?
16:20:29Watusimoto_ah, on this machine, hold F12
16:20:30Watusimoto_ok
16:20:36raptornormally you just grab the computer boot menu
16:20:40raptorthat
16:24:52Watusimoto_!@#$%^&*(
16:25:06Watusimoto_the reason it wasn't booting from cdrom was the disk was not in the drive
16:25:09Watusimoto_!@#$%^&*(
16:26:09raptor tries not to laugh out loud in class
16:26:38raptorok, i'll be back in about 15...
16:26:46raptorgoing to THE LIBRARY!
16:31:08raptor Quit (Ping timeout: 245 seconds)
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16:40:12raptorback
17:02:58Watusimoto_ Quit (Ping timeout: 244 seconds)
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19:00:26raptorit's snowing!
19:08:28raptoroff to work!
19:08:30raptor Quit ()
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19:52:29sam686have fun trying to view this image: http://sam6.25u.com/upload/big_hello.gif (resolution: 30000 x 30000, 1 bit per pixel, my Chrome browser displays a broken tiny icon instead)
19:53:01raptorha
19:53:11raptorfirefox displayes the full resolution, but it's also broken
20:04:16raptorWatusimoto: two more bugs have cropped up recently that I added to the end of the running list...
20:04:34raptori don't remember them being there a couple of days ago...
20:12:57Watusimotowell, I'm adding bugs as fast as I can
20:13:05raptor:)
20:15:34Watusimotowhich two errors?
20:15:43raptor#19 #21
20:15:46Watusimoto19, obviously
20:15:47raptor21
20:16:04Watusimoto19 almost certainly added by me
20:16:15WatusimotoI'm working on walls & polywalls tonight, so maybe I can fix it
20:16:19raptori noticed 21 as I was testing a level in the editor...
20:16:21Watusimotoless sure about test item
20:16:31raptorthe resourcitems/testitems were all very jumpy...
20:16:38raptorlaggy-jumpy
20:16:43raptoron my own system!
20:17:00Watusimotoseem fine for me
20:17:17Watusimotojust laggy in general?
20:17:20raptorcreate a skeleton level, put in a testitem, test, start making it go around fast...
20:17:49raptorduplicates easier after pushing it with the ship
20:18:35raptorlooks like the render state is really disparate from the actual state
20:19:44WatusimotoI can't do that
20:19:54Watusimotowhen I add a wall to the editor it crashes
20:19:56Watusimoto:-(
20:19:59raptorhaha
20:20:16raptorsam686: do you see the same problem as I do in #21 from a clean build?
20:22:19sam686I often see some crazy teleporting lag from a bunch of resource item and bouncy items..
20:22:29raptoryes
20:23:05sam686the lag becomes worst with /lag 400
20:23:19raptorwell that would guarantee it...
20:23:56sam686it might be due to clients hitting the objects earliear then server size, even with /lag 100
20:34:23Watusimotonope still don;t see it
20:36:10raptorthis is hilarious: http://researchinprogress.tumblr.com/post/34088637501/fast-vs-exact-solutions
20:41:33Watusimotoreproduced #19
20:42:31raptoroh good
20:46:35Watusimotono, not good
20:46:44Watusimotobad
20:49:49Watusimotoon another topic, briefly, I was thinking about tnl in javascript
20:50:01Watusimotowhy do we expect that sockets will work there?
20:51:06raptorummm... i meant websockets, sorry
20:51:12Watusimotohttp://stackoverflow.com/questions/1736382/how-to-use-sockets-in-javascript-html
20:51:33Watusimotowell, could the lack of capability be why tnl didn;t compile?
20:51:44raptorso emscripten takes unix sockets and translates them somehow to websockets, i think
20:51:48sam686java or javascript? javascript in web browser has too much security and is slow. Java (.jar) may be a better choice..
20:51:52raptorwhich is failing...
20:52:08Watusimotohttp://socket.io/
20:52:13raptorbut now that i think about it, that hedgewars demo was client-only (no network)
20:53:07raptori thought the nodejs library had something built in...
20:53:57Watusimotoit might
20:54:14Watusimotobut can the c++ --> js compile chain leverage packages like this?
20:54:24raptori leverages nodejs
20:54:32Watusimotoit may just be that the socket capability isn;t supported at the current time
20:54:49raptorhttp://nodejs.org/api/dgram.html
20:54:59sam686also, each web browser runs javascript at different speeds using different amounts of RAM.. often much slower then C++
20:55:02raptori think it is - i've found code for it all over emscripten
20:55:25raptorit's just that I don't think it handles our socket cases very well..
20:56:51Watusimotohandling well and not compiling are different issues!
20:57:19Watusimotobut bottom line, sounds like, theoretically, there are no inherent obstacles to compiling bf the way you tried last night
20:57:27Watusimotois that more or less correct
20:57:28Watusimoto?
20:57:54raptorcorrect, it's just that we use some functionality that isn't defined in the cross-compiler yet...
20:58:09raptorlet me get you the error message i got.. one moment..
20:59:13Watusimotofixed #19
20:59:55raptorhttp://pastie.org/5116662
21:00:13raptorthat's it - every thing else i got to compile in TNL
21:00:40raptorbut if i compiled with llvm-clang, it compiles without issue
21:00:54raptoremcc calls llvm-clang
21:01:23Watusimotothat looks to me like some undefined constants, not an inherent lack of compiler support
21:01:24raptorso the emscripten cross compiling rules just don't handle those symbols for some reason
21:01:39raptoryes exactly
21:01:42Watusimotocoiuld we provide defs, do you think?
21:02:09raptorthere are some headers that define related things in the emscripten code
21:02:58Watusimotosomething like this: #define SIOCGIFADDR 0x8915
21:04:01Watusimotono idea if that's the _correct_ definition, but it _could_ be
21:04:27raptorsee here: https://github.com/kripken/emscripten/blob/master/system/include/net/netinet/in.h
21:04:52raptorthere are defines for other contants in the inet stuff there, just not those few symbols
21:05:22Watusimotoyes
21:05:28raptorso yes, i think it's doable
21:05:48raptorbut i haven't spent enough time on it to get a very good understanding of the whole system yet..
21:06:02Watusimotook, just wondering where you were in thinking, feasibility wise
21:06:10WatusimotoI think it sounds really promising
21:06:17Watusimotothough no idea if the performance would be there
21:07:24LordDVG Quit (Remote host closed the connection)
21:09:05raptoryes
21:09:40raptori just haven't spent much time on it... i feel like 018 should be a priority (and I have little time to cdoe due to my schedule... despite always being online :) )
21:11:19Watusimotooh yes, I agree fully.
21:11:45Watusimotoit's just intriguing is all. a possibility that didn't exist (for me) 24 hours ago
21:12:12WatusimotoI am making progress with the lua stuff
21:12:24Watusimotothe walls are probably the hardest part, and they mostly work now
21:12:49Watusimotoafter that, just what? lines and simpleLineItems
21:12:54Watusimotothen done enough
21:13:08Watusimotoand those will be one day's worth of work
21:13:43sam686just do a setMaskBits(0xFFFFFFFF); on any updated to TextItem and LineItem, and GoalZone LoadoutZone changes..
21:14:09WatusimotoI don't understand that
21:14:18Watusimotowhy/when?
21:14:44sam686if LineTeam or Zones changes shape in mid game, you can easily resend that to clients with setMaskBits
21:15:18Watusimotoah, I see
21:15:50WatusimotoI'm only focusing on the constructors at the moment; so that traditional levelgens can use new constructor methods
21:15:51sam686Walls and PolyWalls is the only tricky part since those are only send through s2cAddWall or similar
21:15:56Watusimotoyes
21:16:11Watusimotowe don't support changing wall geom during a game at the moment
21:16:31Watusimotocould add a s2cdelWall method that mgiht allow it to work
21:18:12sam686also, clients need to recalculate wall edges, which may cause clients to freeze for a few seconds on levels with so many walls or slower computers..
21:23:49Watusimotough.
21:33:26raptorreal-time dynamic mesh-zone alterations!
21:44:37raptorrefactors make me cry
21:50:05Watusimotoa little more testing, but walls basically done
21:50:55Watusimotojust committed checkin 5678
21:51:07raptortake a picture!
21:51:08BFLogBot Commit: 4eb12a74982f | Author: watusimoto | Message: Adding regular walls and polywalls via lua mostly working (both in game and in editor)
21:51:09BFLogBot Commit: c87d1c7e080d | Author: watusimoto | Message: Nineteen. Fix polywalls not loading in editor.
21:51:11BFLogBot Commit: e7f5985458f3 | Author: watusimoto | Message: Fix extraneous lineItem when adding walls via Lua
21:51:12BFLogBot Commit: 5304f1f52aaf | Author: watusimoto | Message: Merge
21:51:13raptoroh wait, that's not the speedometer
21:51:27WatusimotoI remember being excited when I had 100 checkins at sourceforge
21:51:48raptormy most favorite recent speedometer one was 112358
21:51:59Watusimoto??
21:52:08Watusimotoah
21:52:10WatusimotoI see
21:52:27Watusimotoyou are a true nerd!
21:52:38raptori guess there was 123456 - but i missed that one by like 2 miles...
21:52:44raptorwhen i noticed
21:52:48raptori was sad
21:55:02BFLogBot Commit: 4b01223ad61f | Author: sam8641 | Message: Some Client side seeker changes mostly to make client rendering hide when it hit the wall.
22:01:58raptornow to see if i can still compile
22:15:52amgine1234567890 has joined
22:15:56amgine1234567890hi
22:16:42amgine1234567890 so after you left raptor i found a few bugs if you didnt see them i could say them again or you could check the irc logs whichever you prefer
22:17:35raptorhi
22:17:37raptorI did find them, and confirmed 1 was a true bug, and 1 was a maybe-bug
22:17:41raptorand i wrote them down
22:17:45raptorthanks
22:18:01amgine1234567890ah ok hte main one i was concenred about was eth polywall gltich
22:18:15raptoryes, i think Watusimoto just fixed that one... testing now
22:18:25amgine1234567890in the editor either a they are getting moved way of screen or being deleted
22:18:41Watusimotothey were not being added to the editor on load
22:18:51raptoryep, fixed
22:18:57amgine1234567890good
22:19:41amgine1234567890its not really a bug but i thought the .kickbot <username> thing was weird and maybe needs some arguemtns so a message pops up saying its not a bot
22:20:18raptor /kickbot doesn't use <username>
22:20:37sam686but /kick <username> does
22:20:41raptorso it will just ignore anything else you add
22:21:05amgine1234567890well if you do /kickbot thenm press tab to do a user name it still kicks the bot?
22:21:24amgine1234567890i still think its a minor error but if you dont its ok
22:21:53sam686for the most part, all bots are the same s_bot
22:22:21raptorahhh...
22:22:24raptornow taht is a bug
22:22:36raptortab completion when there is no parameter
22:23:38amgine1234567890yes thats what i was saying last night
22:26:26raptorok that was an easy fix..
22:26:35BFLogBot Commit: 62d683d10bd1 | Author: buckyballreaction | Message: Fix improper tab-completion with /kickbot(s) commands
22:26:36Watusimotogood spotting amigne
22:29:58amgine1234567890ty
22:31:15amgine1234567890somthing interesting if osmone on lets say team blue places a mine on the forcefeild and goes through the forcefeild it stays active till the mines destoryed
22:31:18amgine1234567890??
22:32:11raptori think that has always been the behavior...
22:36:35raptorwhether that is a bug or not.. not sure
22:38:05amgine1234567890anyways if you place a mine on a forcefeild it stays inactive till teh mines destoryed i wasnt sure if it was a bug or not.
22:40:25amgine1234567890umm you can still tele into cores?
22:40:37raptorsure, why not?
22:40:42raptoryou can teleport anywhere
22:41:00amgine1234567890well its usless as you cant break the core from in there.
22:41:04raptoryou can't place engineered teleports on cores though (at least i remember fixing that...)
22:41:16raptorso don't create a level with teleports on cores
22:42:00amgine1234567890umm i just did it? of course maybe not im on sams hack client XD
22:42:16raptordid what?
22:43:44sam686umm.. its the /edit hack to edit any geometry, including walls
22:44:31amgine1234567890umm can gmute plus tab to gmute bots?
22:44:51sam686don't know, try eliza bot
22:44:56amgine1234567890ok
22:45:07BFLogBot Commit: 35ccc87ed371 | Author: watusimoto | Message: Catch errors with Lua scripts trying to modify geometry of a WallItem or PolyWall that's already been added to a level. It wouldn't actually cause a problem to do that, but the modification would have no effect, and since this action isn't supported, it seems reasonable to throw an error. But there's still a problem -- item is added to editor but if you modify its geom, it will no longer be rendered. But it's there. Things work properly in-game. Needs more research.
22:45:09BFLogBot Commit: 887e2f1cd6e5 | Author: watusimoto | Message: Merge
22:50:21amgine1234567890its it wrong that oyu an rename bots?
22:50:37amgine1234567890im sorry for my 10 million typos.
22:55:11raptoramgine1234567890: have you thought about using an IRC client with built-in spellcheck? it will help your sentences be easier to be understood..
22:56:24amgine1234567890nother one found oyu can also do /kickbots and use tab to fill in a user name
22:56:35raptoryeah fixed that
22:56:39raptorwith the /kickbot fix
22:56:44amgine1234567890ah ok
22:58:41amgine1234567890just a idea but maybe lock anyone named chumpchange out of the scoreboard?
22:58:50raptorno
22:58:57raptorall ChumpChanges are welcome!
22:59:11raptorunless you mean highscores?
22:59:17amgine1234567890yes
22:59:24sam686well, no one can have a underlined ChumpChange at least..
22:59:41raptoryeah, i don't think it is hurting anything..
22:59:54sam686will be back in about 25 minutes..
23:00:44amgine1234567890i disagree chumpchage is everyone with a default name why should everyone get credit?
23:01:06amgine1234567890i think it could be chaged but if oyu disagree thats ok
23:01:50amgine1234567890cause what i was thinking about is lets say in a few decades BF has several hundreed thousand people chumpchage would always fill the highscoreboard
23:02:20raptorby then we might have an android port!
23:03:27amgine1234567890yes. anyways 2 thoughts in few decaces a have BF online on this webpage with a server but keep the dowloadable version
23:06:06amgine1234567890i seem to be out of finable client bugs but im sure to find one XD
23:08:08amgine1234567890i would say this will be probaly the most bug free version of BF yet =)
23:09:37raptorhehe
23:09:54raptorit would be hard to beat 015a, i think
23:10:02raptorbut we're getting better
23:15:49amgine1234567890hmm wonder if that would be classifed as a new bug or same i played a level and wne i went back toe the editor the poly walls moved
23:18:34amgine1234567890hmm
23:18:42amgine1234567890guess it was a one time thing
23:19:44amgine1234567890btw i had a idea what if you could asssign astoirds and asteroid spanws teams so only other teams would get hurt by them same with prepaced mines
23:22:49raptori would propose ideas in the forums - we usually will forget them here
23:24:11amgine1234567890well tyhe thing is everytime i ry to suggest somthing even if its a good idea no one listens i jsut get hate
23:24:43amgine1234567890btw just a idea add a save as in addition to the save option in the editor?
23:24:56raptori don't understand
23:26:21amgine1234567890save saves over the current file save as would alow people to save it as a new file ie if they major chaged it or wanted a copy to make variations on
23:27:14amgine1234567890and while im on the topic whay not add a load and new file option to the editor
23:27:40raptorplease add ideas to the forums
23:27:52amgine1234567890it would make the edtior much more funcitonal and remove the need for the menu that you see when you open the editor
23:28:05amgine1234567890there would be no point all iever do is get hate on the forums
23:28:19raptori'm pretty busy to be discussing them here - especially if you want me to get 018 out as soon as possible...
23:28:31raptorideas will get criticism
23:28:48raptori think these would be good to ask the community to see how they go..
23:28:59raptor'Editor improvements' or such
23:31:05amgine1234567890ok ill do it.
23:31:21amgine1234567890 but sually i either get a all hatefull rude messages or b everyone says no
23:31:32amgine1234567890 Quit (Quit: Page closed)
23:31:59raptorsam686: did you do #10 on the running bug list?
23:36:06sam686I improved it on number 10..
23:36:58sam686and I think it will not go though forcefield, insteak it just hides until it gets a signal from server to explode or change position..
23:37:43raptorha!
23:39:46raptorboosting backwards sends seeker backwards?
23:39:54raptoris that supposed to do that?
23:41:28sam686not sure...
23:42:02sam686also i don't know if heat seeker suppose to go really slow shooting backwards, then go to full speed when aiming at enemy
23:42:32raptoroh that's ok, i think... for now...
23:42:34sam686or go twice as fast shooting forward while moving forward
23:42:47raptormaybe Watusimoto has a preference...
23:42:58raptori'm disinclined to change seeker too much...
23:44:01Watusimotoi got to go to bed, but wanted to run this question by you
23:44:17Watusimoto-- let
23:44:34Watusimotos keep seeker as is for the moment
23:44:35raptor?
23:44:38Watusimotoquestion:
23:44:40raptorok
23:45:10Watusimotomy last checkin mentioned ththat you cannot alter wall geometry after a wall is added to the game, for good reasons we all know
23:45:30Watusimotobut those reasons don't hold true in the editor -- there you can change the geometry without problem
23:45:47sam686also not true from my in-game /edit while hosting..
23:45:49WatusimotoI have an experimental plugin that moves all selected items, including walls, a little to the right
23:46:01raptorah
23:46:02WatusimotoI don't know much about that
23:46:04raptorthe editor...
23:46:16Watusimotobut in the editor as it currently stands, altering geomtry of walls is no problem
23:46:24Watusimoto(except my last checkin broke it ;-(
23:46:28sam686well, a editor plugin don't need to worry such things about network..
23:46:33Watusimotoright
23:46:40Watusimotoso plugins need to alter wall geometry
23:46:47Watusimotoin-game scripts cannot alter wall geometry
23:46:49Watusimotoso far so good
23:47:02Watusimotobut what about scripts running in editor with ctrl-R
23:47:04Watusimoto?
23:47:21raptorideally those should behave like in-game scripts, right?
23:47:31raptorsince they are loaded at level start
23:47:33WatusimotoThose are in-game scripts, but are running in editor. No technical reason why they couldn't alter walls, but yes, they should behave like in-game scripts
23:47:38sam686don't know... on 017 there was only addLeveLine...
23:47:52Watusimotoyes, that is pretty much deprecated now
23:47:58Watusimotothough we'll continue to support it
23:48:04sam686make just leave the ctrl+r as only the startup part of level...
23:48:20WatusimotoI don't unserstand that
23:48:47Watusimotoordinarliy, a ctrl-r script will only modify wall geometry if there is a bug
23:48:48sam686as in, ctrl+R only does the levelgen part, not the triggers
23:48:55Watusimotocorrect
23:48:59Watusimotoand that will remain true
23:49:01raptori think he means: only allow ctrl+R to act like a normal levelgen
23:49:09Watusimotoa third option is to get rid of ctrl-r altogether
23:49:21raptorhmmm...
23:49:21Watusimotoit may no longer serve a purpose with plugins
23:49:29raptorthat is true....
23:49:34WatusimotoI kind lof like it, but it seems muddled
23:49:42Watusimotoon the other hand, take mazeracer
23:49:47sam686then what about ctrl+i inserting a levelgen to your .level that never changes on each reload...
23:49:55Watusimotoit's very nice to see where the walls will spawn so you can place items in the corridor
23:50:00raptorif we keep it, maybe we'd have to limit it to doing only item adding/removal
23:50:18sam686but, my levelgen adds spawn inside the levelgen..
23:50:48Watusimotoone of the original purposes of ctrl-r was to help integrate editor items with generaetd items
23:51:03Watusimotoit is useful to rnu the script and see where things will go in relation to items you can move around
23:51:17Watusimotoit is better than trial & error with testing mode
23:51:23Watusimotoat least in our current use cases
23:52:10Watusimotothe reason I'm asking is I'm having a difficult time letting plugins alter walls, but not levelgens running in the editor
23:52:32WatusimotoI can probably find a way, but I keep piling hacks upon hacks
23:52:53Watusimotoso I'm trying to decide what the best outcome would be
23:53:19raptorwe don't want too many hacks...
23:53:21sam686could copy your edited level to a new database, and let the levelgen run in the new database..
23:53:40raptori think Ctrl+R should be turned into a only-show-levelgen-additions
23:53:49Watusimotothat's what it is now
23:54:16Watusimotoit adds a non-editable overlay of levelgen created items
23:54:52Watusimotoso I'm now convinced we should keep ctrl-R
23:55:16Watusimotothe question is whether we should try to replicate error conditions from adding items to game when running in the editor
23:55:43sam686ctrl-R might be a little more useful then.... repeated test from editor
23:55:47Watusimotoand I think the answer is yes, if it's possible to do without corrupting my soul
23:56:07Watusimotoyes, it was useful with mazeracer; keep hitting ctrl-R and see what comes up
23:56:44raptori vote for as little work as possible needed to make Watusimoto happy for 018
23:56:59raptor 's two cents
23:57:00Watusimotook, I think I know what I should aim for; maybe with clear eyes I will see a better solution tomorrow
23:57:10Watusimotoyes, I agree!
23:57:22sam686maybe ctrl+R can check for missing spawn/ missing flags stuff...
23:57:47Watusimotothat only works if levelgen inserts consistent items everytime it runs.
23:57:59Watusimotowhat if it only inserts spawns in certain circumstances?
23:58:14sam686yes, thats why you can do ctrl+R multiple times..
23:58:14Watusimotoanyway, I think the lua stuff is really close to being done enough for 018
23:58:35WatusimotoI need to finish the walls, which mostly work now, then do a few more items, which should be straightfroward
23:58:42Watusimotothen testing and bugfixing
23:58:54Watusimotook, gentlemen, I bid you a good night\
23:59:09raptornight!

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