00:00:31 | amgine1234567890 | *fix bug stuck in scroll mode in editor* |
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01:25:16 | raptor | all right bobdaduck, working on removing the FFs and changing their team.. |
01:25:32 | bobdaduck | whoo! |
01:25:38 | raptor | (again) |
01:25:43 | raptor | do you know if turrets are OK? |
01:27:28 | amgine1234567890 | raptor im confsued about the joining vertices thing in the editor how do i do it |
01:29:06 | raptor | the barriers have to share a vertex for the join to work |
01:30:35 | bobdaduck | Turrets should be normal. There isn't two seperate entities |
01:30:52 | bobdaduck | I haven't done anything with turrets though. |
01:31:09 | amgine1234567890 | arg joining vertices is so overly neccisrly hard |
01:31:09 | raptor | ok, i won't worry about it |
01:31:40 | amgine1234567890 | raptor fix the black goal zone in zoner caprute problem have the text nad outline stay white |
01:31:51 | amgine1234567890 | -_- |
01:33:18 | amgine1234567890 | blarg tryiong to select 2 poly walls with the drag box to join them is annoyingly hard is there a easy way to select muoltiple objects |
01:35:03 | raptor | bobdaduck: you say the FF stays around when the projector is :removeFromGame()'d ? |
01:35:14 | bobdaduck | Yeah |
01:35:36 | amgine1234567890 | wall joining problem? |
01:35:39 | bobdaduck | You can't join polywalls? Or can you. *shrug* |
01:36:11 | amgine1234567890 | im trying to select 2 walls to join but its not working i keep selecting other things so it wont join |
01:36:23 | amgine1234567890 | cause its the drag box |
01:36:36 | amgine1234567890 | suggestion have a multi select tool for the BF editor |
01:36:48 | amgine1234567890 | maybe a hand or osmthing |
01:37:42 | raptor | you can join polywalls, but it works like 50% of the time |
01:37:44 | amgine1234567890 | raptor there is a major problem with black teams in zone games the areas are bascily impossible to see and the test is black so it cant be read on which zone it is the t4ext and zone outline should stay white |
01:38:15 | amgine1234567890 | but they dont. |
01:38:17 | raptor | amgine1234567890: that is not really a bug but how colors work... |
01:38:36 | amgine1234567890 | actully i htink it is because other colors the outline stays white? |
01:38:36 | raptor | it could probably be improved.. |
01:38:46 | amgine1234567890 | and the text? |
01:38:58 | raptor | uh.. i'm focusing on something else at the moment |
01:39:07 | raptor | sorry |
01:44:21 | raptor | ok, got FF removal working... |
01:44:51 | bobdaduck | really? |
01:45:00 | raptor | yes, that was easier than expected... |
01:46:09 | bobdaduck | What was it? |
01:46:46 | raptor | i just had to call a single method to disable the FF in the FFP class |
01:46:51 | raptor | with removeFromGame() |
01:49:57 | bobdaduck | Sounds as if changing team colors would not work similarly |
01:50:07 | amgine1234567890 | ah raptero i was wrong you were right about the colors |
01:50:23 | amgine1234567890 | still black is problematic |
01:51:42 | amgine1234567890 | and black on the mnu if oyu want to swtoich teams..... |
01:52:33 | raptor | yes, black is problematic |
01:53:09 | amgine1234567890 | what if you gave zones a complemenrty color outline? |
01:54:23 | amgine1234567890 | altough oyu could do a black team color and do a find hte loadout zones for a dungeon. |
01:55:08 | raptor | yes, that's a good idea |
01:55:24 | raptor | in fact, there is a way to detect if a color is dark enough to use light colors instead |
01:58:08 | bobdaduck | A levelmaker would be stupid to use black as a team color in the first place... |
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02:01:04 | raptor | i've used almost-black before... :) |
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02:52:14 | amgine1234567890 | *lurking* |
02:54:51 | raptor | lurk lurk |
02:57:42 | amgine1234567890 | raptro i figured out the bug the scroll got stuck whne i used the jkeys to scroll and hte mouse wheel at the same time on windows the scroll gets stuck unless you close BF then open it again |
02:58:03 | amgine1234567890 | makes making levels very anoyying |
02:58:39 | raptor | let me test.. |
02:59:22 | raptor | which mouse wheel scroll? zooming? or drag-scrolling? |
03:00:25 | raptor | probably drag-scrolling... i'm not getting that bug |
03:00:39 | raptor | i can just click the mouse-wheel again and it goes away |
03:00:49 | raptor | (press it down, middle click) |
03:13:54 | | BFLogBot Commit: 7a0124b79337 | Author: buckyballreaction | Message: Lua API: Fix forcefield removal and team setting when adjusting the projector. This ended up being more complicated than I thought |
03:31:45 | amgine1234567890 | Bflog commit chafge fix turrets bursts damaging people toiugh forcefiudles |
03:31:57 | raptor | not a bug |
03:35:57 | amgine1234567890 | yes it is |
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05:03:39 | | BFLogBot Commit: 44a1c3b676e6 | Author: buckyballreaction | Message: Make asteroids break when hit by a ship. If shield is up they don't break but are just pushed. Do we want different behavior? Fixes issue 171 |
05:22:11 | raptor | 256 bit mask! |
05:25:40 | | BFLogBot Commit: aeb3d4c8b091 | Author: buckyballreaction | Message: Remove unneeded method isTurret() |
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05:33:38 | raptor | go to bed! |
05:33:43 | raptor | i keep saying to myself |
05:33:52 | raptor | also bobdaduck, i fixed your FF bug |
05:33:59 | raptor | with much pain |
05:34:03 | bobdaduck | Whoo! |
05:34:11 | | bobdaduck appreciates your efforts |
05:37:17 | raptor | do you need that fix backported to 018a? |
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05:44:40 | bobdaduck | If you could |
05:45:12 | bobdaduck | Unless you're planning on releasing 019 before I leave |
05:45:16 | raptor | heh |
05:45:17 | raptor | no |
05:45:19 | raptor | well maybe |
05:45:26 | raptor | probably not.. |
05:48:13 | raptor | can i give you just the .exe? |
05:49:00 | bobdaduck | is that legal? |
05:49:07 | raptor | i think so.. |
05:57:08 | raptor | bobdaduck: http://sam6.25u.com/upload/bitfighter-018a-Lua_FF_fix_backport-EXE_only.zip |
05:57:19 | raptor | the exe is right inside, called 'bitfighter.exe' |
06:02:44 | bobdaduck | wouldn't it break compatability? |
06:02:55 | raptor | no, i backported the fix |
06:03:02 | raptor | so you have 018a+ 1 patch |
06:03:28 | raptor | and the patch has nothing to do with game constants or network issues |
06:08:53 | raptor | ok heading to bed |
06:09:02 | raptor | let me know tomorrow if that works for you |
06:12:02 | bobdaduck | okay |
06:12:52 | raptor | night |
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17:36:29 | raptor | do we need to do a BBB? |
17:36:56 | raptor | bobdaduck: i see you got quassel working! :) |
18:29:08 | bobdaduck | Yep |
18:29:14 | bobdaduck | A BBB would be nice |
18:29:38 | bobdaduck | Also the projector fix seems to be working like a charm |
18:29:44 | raptor | oh good |
18:29:50 | raptor | oh good oh good oh good oh good |
18:29:52 | bobdaduck | lol |
18:29:59 | raptor | because that was not an easy one.. |
18:30:03 | bobdaduck | You're going to LOVE what I did with it |
18:30:08 | raptor | heh |
18:30:41 | raptor | for a BBB - I'd be willing to do the announcements, etc. But this time I won't have the time to put together a map list |
18:31:20 | bobdaduck | Hm |
18:31:23 | bobdaduck | Maybe I could? |
18:31:42 | raptor | that woudl be great! |
18:31:59 | raptor | because, last time it was sam686 and I going through loads of maps |
18:32:07 | bobdaduck | lol |
18:32:11 | raptor | I found several old ones |
18:32:18 | raptor | and we did those |
18:32:41 | bobdaduck | uh |
18:32:43 | raptor | but this BBB we could do more crazy with scripted maps like RTS |
18:32:47 | bobdaduck | lol |
18:32:51 | bobdaduck | Yeah! |
18:33:25 | raptor | I just don't have the time to filter through the mountainous amount of maps... |
18:33:32 | bobdaduck | I can do that part. |
18:33:41 | bobdaduck | Be back in an hour or so |
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19:07:55 | | bobdaduck has joined |
19:08:17 | bobdaduck | Okay back |
19:08:22 | bobdaduck | Something about BBB map collecting. |
19:10:02 | raptor | hello |
19:11:15 | raptor | yeah - we need roughly 40 maps + 3/4 break maps + 4/5 others in reserve |
19:12:10 | bobdaduck | break maps: Rave party |
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19:12:43 | raptor | last time we kept track of possible maps here: http://beta.etherpad.org/p/BBBX |
19:13:34 | bobdaduck | loading FOR EVER. |
19:13:40 | bobdaduck | Oh there we go |
19:15:42 | raptor | yay |
19:16:21 | bobdaduck | Feudalism yeah? |
19:16:25 | raptor | sure! |
19:17:17 | bobdaduck | What does "reserves" mean? |
19:17:31 | raptor | levels to use if we end up going through the list too fast |
19:17:37 | bobdaduck | okay |
19:18:26 | raptor | heh |
19:18:29 | bobdaduck | xD |
19:18:53 | raptor | also, if needed, I can backport the turret fix and the Lua API FF fix |
19:19:00 | bobdaduck | Hm? |
19:19:10 | raptor | run an 018a+ server |
19:19:25 | raptor | the turret fix == the fix where turrets don't hurt themselves |
19:19:37 | bobdaduck | That's a 019 change isn't it? |
19:19:51 | raptor | yes, but can be backported |
19:20:20 | bobdaduck | The levelgen forcefield fix I'd like in 018 so I don't have to wait for 019 to release my secret new map |
19:21:32 | raptor | heh |
19:21:55 | raptor | but it'd have to be on a specially compiled server - not everyone will be able to run it |
19:22:04 | bobdaduck | That's fine |
19:22:13 | bobdaduck | ...Not like I'm going to be releasing it anytime soon xD |
19:22:26 | raptor | it's that HUGE one, right? |
19:22:31 | bobdaduck | Yeah. |
19:22:44 | bobdaduck | The one I've been working on for almost a month now that's still only about 2/3rds done |
19:24:15 | raptor | oh man |
19:24:24 | bobdaduck | My problem is |
19:24:35 | bobdaduck | I make these massive unheard-of scale dungeons |
19:24:42 | bobdaduck | ...built for only like two or three players. |
19:24:43 | raptor | so for the BBB map list, you can invite Quartz to chime in, too, if you think he'd be helpful |
19:25:28 | bobdaduck | Doing so now |
19:25:36 | raptor | also that list can be a continuous work in progress - when posting about the BBB, I will be asking for map suggestions |
19:26:18 | raptor | haha - that map is too large... |
19:26:32 | raptor | i think Little_Apple got it to load after 1/2 hour on his old mac |
19:26:37 | bobdaduck | lol |
19:28:20 | raptor | maybe we should do a custom starting level - this is BBB X, after all |
19:28:30 | bobdaduck | Rave party definitely |
19:28:37 | raptor | hahaha |
19:32:17 | raptor | and we have time to come up with the maps, of course |
19:32:26 | bobdaduck | Yeah |
19:32:30 | raptor | I'm not sure when a good time for the BBB would be.. |
19:32:35 | raptor | are people on Spring break soon? |
19:32:41 | bobdaduck | Yeah |
19:32:47 | bobdaduck | ...like, this week isn't it? |
19:32:57 | raptor | really!? |
19:33:02 | raptor | huh |
19:41:09 | bobdaduck | I think we usually try to give people two weeks notice |
19:41:19 | bobdaduck | And ask for map submissions |
19:41:24 | bobdaduck | (which I will go through for you) |
19:41:36 | raptor | heh, ok |
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20:30:20 | bobdaduck | I hate engineer. |
20:30:23 | bobdaduck | But I made RTS. |
20:30:47 | bobdaduck | I should be clear that RTS does not "use" engineer, it abuses it. |
20:35:35 | bobdaduck | RTS is outright built around the aspect of engineer that makes it unfit for normal level.s |
20:43:04 | raptor | abuse |
20:45:35 | bobdaduck | Abuse. |
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20:55:51 | | -barjavel.freenode.net- *** Looking up your hostname... |
20:55:52 | | -barjavel.freenode.net- *** Checking Ident |
20:55:52 | | -barjavel.freenode.net- *** No Ident response |
20:55:52 | | -barjavel.freenode.net- *** Couldn't look up your hostname |
20:55:58 | | BFLogBot has joined |
20:55:58 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
20:55:58 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013 |
20:55:58 | | -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. |
20:58:32 | bobdaduck | Oh hello logbot |
20:58:40 | bobdaduck | How are you doing today? |
20:58:41 | bobdaduck | !bot |
20:58:41 | BFLogBot | I'm a real boy! |
21:12:46 | raptor | yes he is |
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22:12:46 | raptor | gigglybear is online! |
22:14:37 | bobdaduck | what |
22:14:38 | bobdaduck | xD |
22:15:37 | bobdaduck | Did you fix not being able to put an ID on walls? |
22:16:49 | raptor | no |
22:16:54 | bobdaduck | okay |
22:16:54 | raptor | anything with walls is sticky |
22:17:02 | bobdaduck | Why? |
22:17:12 | raptor | because they are loaded differently than other objects |
22:17:18 | bobdaduck | Hm. |
22:17:26 | bobdaduck | I don't think walls stick |
22:17:27 | raptor | they are sent to the client at the start of a level and are not scoped |
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22:17:36 | bobdaduck | in fact levelgen ID's DON'T stick. |
22:17:43 | Quartzy | IN FACT. |
22:17:49 | Quartzy | (What is he talking about?) |
22:17:50 | bobdaduck | INF ACT. |
22:17:52 | raptor | they have lots of preprocessing on them, like botzone generation, etc. |
22:17:56 | bobdaduck | yeah |
22:18:12 | raptor | walls are just... different |
22:18:14 | raptor | hi Quartzy |
22:18:32 | Quartzy | heyyyyy |
22:19:06 | Quartzy | sweet idea of putting that map list thing online |
22:19:12 | raptor | :) |
22:19:22 | raptor | please don't share with the youngins |
22:19:29 | Quartzy | Hahaha heck no. |
22:19:39 | bobdaduck | lol |
22:20:16 | raptor | we should do a good 4 player map for the BBB |
22:20:22 | bobdaduck | 4 team |
22:20:24 | raptor | (besides RTS) |
22:20:28 | raptor | yeah, that.. |
22:20:32 | bobdaduck | lol |
22:20:49 | raptor | there were some crazy ones on that canadian tech school server |
22:20:55 | Quartzy | I have a 4 team map |
22:20:56 | Quartzy | Tight Space |
22:21:00 | Quartzy | Idk if people would like it or not |
22:21:01 | Quartzy | haha |
22:21:02 | raptor | all 4-team, big |
22:21:07 | Quartzy | It is both |
22:21:17 | bobdaduck | I'm against it because engineer. |
22:21:18 | raptor | has anyone made a 4-team nexus before? |
22:21:24 | bobdaduck | (go ahead if you want xD) |
22:22:14 | Watusimoto | you cannot put an id on walls at the moment |
22:22:15 | Watusimoto | and hi |
22:22:21 | bobdaduck | Yeah I noticed that |
22:22:22 | raptor | hi Watusimoto |
22:22:25 | | Quartzy_ has joined |
22:22:25 | Quartzy_ | sorry back |
22:22:26 | bobdaduck | And Hi |
22:22:32 | Quartzy_ | did I miss anything xD |
22:22:43 | bobdaduck | Watusimoto said Hi |
22:22:46 | bobdaduck | It was very dramatic. |
22:22:49 | Watusimoto | and I'm really not sure how (or if) it will work |
22:22:51 | Quartzy_ | ohh |
22:23:05 | raptor | Quartzy_: logbot is your friend: http://bitfighter.org/irclogs/index.php?date=2013-03-12 |
22:23:07 | Watusimoto | walls get decomposed into multiple segments |
22:23:26 | Quartzy_ | be back in a few minutes. |
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22:23:41 | raptor | if we attached walls to levelgens... do you know what that means?? it means dynamic mesh zone generation |
22:23:51 | Watusimoto | so if your script does a getItemyId(wallId) then you'd get back mulitple segments instead of the wall you expected |
22:23:54 | bobdaduck | ...that's bad, right? |
22:23:58 | Watusimoto | that's bad |
22:24:19 | bobdaduck | What if the wall is just a single segment. |
22:24:22 | Watusimoto | actually... adding turrets theotretically means zones need a rebuild |
22:24:37 | raptor | hah! you're right! |
22:24:39 | Watusimoto | if the wall is 1 segment the problem becomes easier |
22:25:03 | Watusimoto | actually, egineering a turret means zone rebuild |
22:25:07 | raptor | let's just say dynamic zone generation is something that million dollar games have the resources to do... |
22:25:15 | bobdaduck | lol |
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22:25:27 | raptor | but maybe there's some open source code somewhere... |
22:25:31 | Watusimoto | I wonder if we could rebuild just teh zones immediately around the turret |
22:25:46 | raptor | that's how it's done: |
22:25:53 | raptor | 1. find all zones currently touching |
22:25:59 | raptor | 2. make a hole |
22:26:15 | raptor | 3. recalc for previous zones - hole |
22:26:36 | Watusimoto | 2 == delete zones from 1? |
22:26:46 | raptor | uh yeah, that too |
22:26:53 | raptor | i'm sure i'm missing lots of steps... |
22:27:39 | Watusimoto | recalcing might be doable; you could even cache the pre-turret zones for engineered item to save the rebuild when the turret goes away |
22:27:41 | raptor | actually that would be a neat project |
22:27:54 | bobdaduck | Neater than suns? |
22:27:56 | bobdaduck | I THINK NOT. |
22:28:01 | Watusimoto | you'd also have to recalc the connectivity |
22:29:01 | bobdaduck | Raptor the lua projector fix .exe you gave me, does that break compatability? (would I be able to play with peepz from it as it stands currently?) |
22:29:30 | raptor | bobdaduck: no |
22:29:44 | raptor | Watusimoto: you'd also have to trash the bot path cache |
22:30:11 | bobdaduck | No it breaks compatability or no it doesn't? |
22:30:13 | Watusimoto | or at least every path that contained the tainted zones |
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22:30:19 | Quartzy | awwwight |
22:30:23 | raptor | bobdaduck: it does not break compatibility |
22:30:31 | raptor | server-side only, no network involved |
22:30:38 | bobdaduck | Okay excellent |
22:31:21 | Quartzy | great, now I have two colors on that document. damn |
22:31:51 | Watusimoto | raptor: caching the pre-turret zones might not work |
22:31:52 | bobdaduck | lol |
22:32:09 | Watusimoto | but adding a single zone in the shape of a turret when the turret is removed probably would |
22:33:11 | Quartzy | hmmmm |
22:33:14 | Quartzy | yeah I dunno about Law of Fives |
22:33:18 | Watusimoto | likewise, when removing a wall (not currently possible), we could just add a wall shaped zone in its wake |
22:33:19 | raptor | Quartzy: that's OK, any of us can wipe the colors at any time |
22:33:26 | Quartzy | col |
22:33:36 | raptor | Watusimoto: zones need to be convex |
22:33:50 | Watusimoto | walls are convex |
22:34:00 | bobdaduck | It can be roughly in the shape of the turret. Like, a square. |
22:34:00 | raptor | polywalls are? |
22:34:05 | bobdaduck | Is it necessary it be super exact? |
22:34:14 | Watusimoto | walls (polywalls too) also have pre-triangulated fill which could be made into zones |
22:34:33 | raptor | is that fill server-side? |
22:34:40 | Watusimoto | probably not |
22:34:50 | Watusimoto | but triangluating a polywall is not hard |
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22:34:57 | Watusimoto | (codewise, at least) |
22:35:17 | raptor | so we'd probably just skip recast all together? |
22:35:25 | Watusimoto | not sure... |
22:35:28 | raptor | and use one of the triangulation methods |
22:35:45 | Watusimoto | recast is the merging phase, right |
22:35:50 | raptor | recast's purpose is to make efficient convex polys |
22:35:55 | raptor | right |
22:36:07 | Watusimoto | we'd probably want to see what the cost is and then decide |
22:36:11 | bobdaduck | Once you guys finish brain-bouncing each other: Why no lua ship creating? |
22:36:24 | Watusimoto | create a bot! |
22:36:44 | Watusimoto | raptor: luckily, turrets are convex shaped! |
22:37:24 | bobdaduck | You can't make a robot in lua either... |
22:37:31 | raptor | turrets are! |
22:38:44 | raptor | I'm trying to remember if I did anything drastic last night code-wise that I wanted to talk to you about... |
22:38:50 | raptor | oh |
22:38:51 | raptor | asteroids |
22:39:58 | Watusimoto | I love asteroids! |
22:39:59 | bobdaduck | So is there a reason you can't spawn shipItems via levelgen? |
22:40:25 | Watusimoto | because we never wrote the code for it and why would you want to anyway? |
22:41:00 | bobdaduck | THAT |
22:41:03 | bobdaduck | Is an excellent question. |
22:41:15 | raptor | Watusimoto: i made it so asteroids break apart if they hit you |
22:41:20 | Watusimoto | good |
22:41:23 | raptor | but not if you have shield on |
22:41:24 | Watusimoto | I think that makes sense |
22:41:32 | raptor | because otherwise you can just ram through a field |
22:41:36 | raptor | unless |
22:41:36 | Watusimoto | right |
22:41:38 | bobdaduck | All the other things in the Item class can be created by levelgen except ships |
22:41:39 | raptor | you think differently |
22:42:00 | Watusimoto | bobdaduck: ships aren't items |
22:42:01 | raptor | i'm open to changing it, but in practice, I could destroy a field without firing a shot just using shield |
22:42:06 | bobdaduck | They're in the ship class |
22:42:10 | bobdaduck | er Item class |
22:42:32 | bobdaduck | BFObject>Item>MoveObject>Ship>Robot |
22:42:39 | Watusimoto | interesting |
22:42:48 | bobdaduck | So I guess in theory I could make a levelgen robot at a certain time |
22:42:52 | Watusimoto | Looks like you;re right |
22:42:55 | bobdaduck | Which could be cool |
22:43:01 | bobdaduck | but you can't because you can't make ships? |
22:43:14 | Watusimoto | scripts should be able to add bots |
22:43:31 | Watusimoto | though probably with an addbot() cmd |
22:43:35 | Watusimoto | not via the regular methods |
22:44:01 | Watusimoto | addbot would probbaly run the /addbot code |
22:44:47 | Watusimoto | raptor: so asteroids break when they hit ships unless they have shields. what happens to the asteroid if the ship has shields? bounces? |
22:44:47 | bobdaduck | In this crazy level I'm making it would be cool to go into this zone and "power up" a bunch of sentinel bots |
22:44:58 | raptor | it gets pushed |
22:45:05 | raptor | it has mass like a soccerball |
22:45:07 | Watusimoto | sounds good |
22:45:12 | raptor | ok |
22:45:16 | raptor | i'll leave it be, then |
22:47:33 | bobdaduck | If I ever finish this level |
22:47:38 | bobdaduck | I'm going to implement Suns via levelgen. |
22:47:44 | Quartzy | WAT LEVEL? |
22:48:11 | bobdaduck | The dungeon I've been working on for a month now? |
22:48:16 | Quartzy | oh cool for you |
22:49:01 | bobdaduck | psh you'll like it |
22:49:08 | Quartzy | probably |
22:49:38 | Quartzy | working on the six flag retrieve :P |
22:49:42 | bobdaduck | lol |
22:50:05 | raptor | 6 flag retrieve... is that even possible? |
22:50:10 | Quartzy | IT IS IN BBB! |
22:50:19 | Quartzy | Plus I'm making the bases pretty fortified. |
22:52:44 | | Platskies has joined |
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22:54:51 | raptor | so it'll be impossible? |
22:58:03 | Quartzy | YEAH!! |
22:58:08 | Quartzy | I dunno bro, am I not allowed to experiment? |
22:58:25 | raptor | of course!, you know I like your experiments :) |
22:58:49 | raptor | was 'endless war' a 6 flag retrieve? |
22:58:54 | Quartzy | ummm idk |
22:58:56 | Quartzy | I dunno what that is. |
22:58:58 | Quartzy | oh |
22:59:01 | Quartzy | you mean that steaming pile of... |
22:59:21 | raptor | black vs white map that was common at BBBs |
22:59:26 | Quartzy | Eww. |
22:59:38 | Quartzy | Wow, okay, if THAT was in BBBs, I can one-up that... |
23:01:13 | Quartzy | Quartz' Unnecessary Rudeness has leveled up! |
23:01:38 | raptor | ha |
23:02:05 | Quartzy | I liked Endless War's concept, but the execution was bad. |
23:06:06 | raptor | ok, heading home! back later |
23:07:38 | Watusimoto | bye |
23:07:42 | | raptor Quit () |
23:08:29 | | Quartzy Quit (Quit: Page closed) |
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23:18:51 | | Nothing_Much has joined |
23:25:53 | | Platskies Quit (Remote host closed the connection) |
23:32:24 | | kodane Quit (Ping timeout: 246 seconds) |
23:37:51 | | kodane has joined |
23:48:01 | Nothing_Much | say |
23:48:21 | Nothing_Much | when I go to the next or previous page of the server |
23:48:24 | Nothing_Much | lists |
23:48:27 | Nothing_Much | it crashes :O |
23:48:43 | | kodane Quit (Ping timeout: 264 seconds) |
23:50:20 | | raptor has joined |
23:50:20 | | ChanServ sets mode +o raptor |
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23:51:05 | Nothing_Much | next and previous page of the server list crashes |
23:51:07 | raptor | Nothing_Much: what server? and what pages? |
23:51:08 | Nothing_Much | the game |
23:51:19 | Nothing_Much | no, not a server, the server browser |
23:51:19 | raptor | how do I duplicate? |
23:51:52 | | kodane has joined |
23:51:58 | Nothing_Much | run linux with the desura version and check the "PREV" and "NEXT" on the top left and right corner, it works the first time, second time it crashes the game |
23:52:10 | Nothing_Much | 018a version |
23:52:12 | raptor | neat! |
23:52:36 | Nothing_Much | oh wait |
23:52:39 | Nothing_Much | it works now |
23:52:41 | Nothing_Much | huh. |
23:53:08 | Nothing_Much | not sure what happened but it resolved itself |
23:53:46 | | kodane Quit (Client Quit) |
23:54:32 | raptor | odd, what system? Linux? |
23:54:39 | Nothing_Much | yeah |
23:54:52 | raptor | if you ran from the command line, did it output anything? |
23:54:58 | Nothing_Much | lemme see |
23:57:27 | Nothing_Much | got an output of a fault somewhere |
23:58:43 | raptor | ok, if you find a stack or fault trace, please post it somewhere |
23:58:48 | raptor | i'll be back after dinner |
23:59:05 | raptor | ah, sefmentation fault |
23:59:09 | raptor | ok, that is probably a program bug |
23:59:25 | Nothing_Much | it's something with arch I think |
23:59:44 | Nothing_Much | enjoy your dinner |