Timestamps are in GMT/BST.
| 00:00:12 | raptor | please be specific. *how* do you add them (list steps) |
| 00:00:26 | raptor | Watusimoto: what do you mean assymetric? |
| 00:00:36 | Watusimoto | put in the forums exactly what you type to add the bots |
| 00:00:48 | Lamp89 | raptor: http://www.bitfighter.org/wiki/index.php/Using_robots#Adding_Robots_To_A_Level |
| 00:00:48 | Watusimoto | all those light blue slivers below the middle |
| 00:00:59 | raptor | those are due to extra points |
| 00:01:12 | Watusimoto | small yellow triangle in upper left |
| 00:01:40 | Lamp89 | that image raptor sent looks like the "}" character |
| 00:01:48 | Watusimoto | indeed! |
| 00:01:51 | Lamp89 | are you working on bitfighter text? |
| 00:02:13 | Watusimoto | that center line doesn't look very good, even ignorning the other issues |
| 00:02:17 | raptor | excess points removed: http://sam6.25u.com/upload/2snapshot3.png |
| 00:02:28 | Watusimoto | Lamp89: yes |
| 00:02:36 | Lamp89 | making it 3d? |
| 00:02:42 | Lamp89 | looks like 3d text |
| 00:03:16 | Watusimoto | no, trying to convert a polygon to a single line |
| 00:03:27 | Lamp89 | oh |
| 00:03:39 | Watusimoto | at least it's symmetrical! |
| 00:03:42 | Lamp89 | from my understanding, all graphics on bitfighter is all ade up of lines |
| 00:03:45 | Lamp89 | *made |
| 00:04:57 | Watusimoto | raptor: I'm thinking skeletonizing isn;t going to work |
| 00:05:24 | Watusimoto | but I can easily gin up some additional point sets tomorrow if you want to look at more than one example |
| 00:05:26 | raptor | I'm thinking that too... it will make the corners into new shapes |
| 00:05:47 | Watusimoto | that middle line has no real clear shape at all |
| 00:06:26 | Watusimoto | maybe the next step should be to pursue filled characters |
| 00:06:43 | raptor | hmmm |
| 00:06:45 | Watusimoto | that's doable; I'm just afraid they'll be too heavy |
| 00:07:00 | raptor | they would be heavy |
| 00:07:03 | Watusimoto | and would also require rewriting the text rendering |
| 00:07:14 | raptor | blech |
| 00:07:27 | raptor | maybe we can find some other font? |
| 00:07:46 | raptor | stroked font, that is |
| 00:07:54 | Lamp89 | so |
| 00:07:57 | Lamp89 | about the bug... |
| 00:08:04 | Watusimoto | though... http://www.theleagueofmoveabletype.com/orbitron/images/orbitron-2.jpeg |
| 00:08:08 | Watusimoto | doesn't look too bad |
| 00:08:21 | Watusimoto | Lamp89: did you post exactly what you typed into the forums? |
| 00:08:58 | Watusimoto | we can fill it and draw no outline |
| 00:09:00 | Watusimoto | it might work |
| 00:09:07 | Lamp89 | uh yes |
| 00:09:18 | Watusimoto | can you post the link? |
| 00:09:32 | Watusimoto | maybe I'll try a short demo to see |
| 00:09:33 | raptor | Watusimoto: yeah, but we'd have to either move to TTF.. |
| 00:09:45 | raptor | with textures |
| 00:09:53 | Lamp89 | its on the forums |
| 00:09:54 | raptor | or do polygon tesselation (for the fill) |
| 00:09:59 | | Lamp89 Quit (Remote host closed the connection) |
| 00:10:01 | Watusimoto | I'm thinking tesselation |
| 00:10:16 | Watusimoto | we can build triangles once at startup |
| 00:10:22 | Watusimoto | rendering them should be pretty fast |
| 00:10:26 | raptor | ahh... |
| 00:10:28 | raptor | good idea! |
| 00:10:53 | Watusimoto | we could even tesselate once and dump to a text file and then hardcode |
| 00:11:24 | Watusimoto | since it will just be static arrays of coordinates |
| 00:11:43 | raptor | true |
| 00:12:00 | Watusimoto | but the next step is to write a little function to draw some text and see if it looks good |
| 00:12:10 | Watusimoto | I'll try to get to that soon |
| 00:15:12 | raptor | you could probably use Triangle |
| 00:16:42 | raptor | the loadout 'press esc to cancel' is partially out of the box |
| 00:18:43 | Watusimoto | I would exactly use triangle |
| 00:19:11 | Watusimoto | we have a wrapper that tesselates from an outline |
| 00:20:27 | raptor | oh yeah, huh |
| 00:21:47 | Watusimoto | so we just need a quick and dirty tesselate -- render -- advance loop |
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| 00:39:10 | | BFLogBot Commit: d94daa62709c | Author: watusimoto | Message: Eliminate unused variable |
| 00:39:12 | | BFLogBot Commit: 273d0ab48815 | Author: watusimoto | Message: Someone (maybe me?) was too tired when they wrote this |
| 00:39:13 | | BFLogBot Commit: 15a143d50729 | Author: watusimoto | Message: Fix instructions on Loadout menu when engineer is off |
| 00:45:05 | | koda Quit (Quit: koda) |
| 00:57:16 | raptor | commits! |
| 00:58:18 | raptor | heh... i was tired when I wrote that... :) |
| 00:58:47 | raptor | good catch |
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| 01:13:08 | Watusimoto | ok, bedtime |
| 01:13:10 | | BFLogBot Commit: 997aaa9b0cd9 | Author: watusimoto | Message: Try to simplify this code somehow... |
| 01:13:12 | amgine1234567890 | raptro i found somthing odd i htink...... |
| 01:14:19 | amgine1234567890 | if a mine or turret destorys a core it says core destoryed by "somthing" it cant distinguish if it was say a colored or hostile turret? |
| 01:19:32 | | Watusimoto Quit (Ping timeout: 256 seconds) |
| 01:20:09 | | raptor Quit () |
| 01:21:19 | amgine1234567890 | why is it whne i say osmthing they leave never seeing my post -_-. |
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| 01:58:08 | | ChanServ sets mode +o raptor |
| 01:58:14 | raptor | hi amgine1234567890, I saw your comment :) |
| 01:58:55 | raptor | Yes, sometimes the game cannot detect properly who it was that made the kill or destroyed the core |
| 01:59:24 | raptor | this is because it looks for the owner of the weapon that did the kill |
| 02:00:09 | raptor | sometimes there is no owner for a variety of reasons, and that is why you see the message you do |
| 02:00:33 | fordcars | ahh, so the game can know from who the bullets are from... |
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| 02:15:11 | bobdaduck_m | sup peepz |
| 02:16:15 | raptor | meep meep |
| 02:17:41 | | Lamp89 has joined |
| 02:17:48 | Lamp89 | I DISCOVERED A NEW THING |
| 02:17:53 | Lamp89 | ROTATING SPEED POINTER |
| 02:17:54 | bobdaduck_m | crap. |
| 02:17:59 | Lamp89 | hi mobile bob |
| 02:18:04 | bobdaduck_m | Don't use them. |
| 02:18:08 | raptor | you can pat your head an rub your tummy? |
| 02:18:11 | Lamp89 | okay as i thought |
| 02:19:20 | Lamp89 | to make a rotating speed pointer, get a GoFast, and in the code, put R and the speed next to it, e.g. "R1" or "R2" or "R3" |
| 02:19:33 | bobdaduck_m | We all know. |
| 02:19:44 | Lamp89 | i have now realised |
| 02:19:54 | Lamp89 | nvm |
| 02:19:56 | Lamp89 | bob |
| 02:19:59 | bobdaduck_m | Protip: It is guaranteed to make your levels worse |
| 02:19:59 | raptor | (i can't pat my head and rub my tummy) |
| 02:20:10 | Lamp89 | those rotating speed pointers in sands of time |
| 02:20:15 | Lamp89 | IS NOT levelgen |
| 02:20:18 | Lamp89 | i thought it was |
| 02:20:24 | Lamp89 | same goes to circles |
| 02:20:30 | Lamp89 | well |
| 02:20:39 | Lamp89 | hehe |
| 02:20:41 | Lamp89 | :D |
| 02:20:52 | Lamp89 | i'm going digging for more cool stuffs |
| 02:20:58 | | Lamp89 has left |
| 02:21:05 | bobdaduck_m | if you are not 100% satisfied with how crappy rotating speed pointers make your levels, money back guarunteed. |
| 02:21:21 | bobdaduck_m | sam test is the worst server ever -.- |
| 02:21:56 | raptor | haha |
| 02:22:09 | raptor | sometimes I think Quartz' decision to add insta-crash levels might have been good... |
| 02:22:21 | bobdaduck_m | lol |
| 02:22:29 | bobdaduck_m | We have 10 servers |
| 02:22:37 | bobdaduck_m | and people only play on kaen test. |
| 02:22:50 | raptor | should I take down Tutorial and/or Ghost? |
| 02:23:00 | raptor | since I host those... |
| 02:23:06 | raptor | I still like Ghost levels.. |
| 02:23:10 | bobdaduck_m | No, you should take down kaen test |
| 02:23:26 | raptor | I wish LA could get his port forwarded, he has some decent ones, too |
| 02:23:38 | bobdaduck_m | yeah |
| 02:24:52 | amgine1234567890 | i made a insta crash level its on kaen test appertnly "worn" causes crashes |
| 02:25:07 | amgine1234567890 | worm in the level locations |
| 02:25:16 | amgine1234567890 | in the level text i mean |
| 02:25:24 | fordcars | isn't port forwarding "easy" |
| 02:25:49 | bobdaduck_m | Yeah but Quartz's crash levels are good. |
| 02:26:03 | amgine1234567890 | go to kean test and play hte level lolza it causes a DC but if its your server BF crashes |
| 02:26:15 | bobdaduck_m | port forwarding is pretty easy. I don't think LA has acess to his family router though. |
| 02:26:32 | amgine1234567890 | i want to find hidden items that hjavent been released yet ^_^ |
| 02:26:34 | raptor | port forwarding is 'easy' but the concepts might be a little difficult |
| 02:26:49 | amgine1234567890 | i found circle spwan and spinning arrows |
| 02:27:05 | amgine1234567890 | never used the circle spwan though |
| 02:27:05 | bobdaduck_m | Now you can make terrible levels too! |
| 02:27:17 | amgine1234567890 | lolza |
| 02:27:37 | amgine1234567890 | wonder what esse there is hidden wish raptor could tell me XD |
| 02:34:05 | amgine1234567890 | omg wtf! |
| 02:34:13 | amgine1234567890 | how curois |
| 02:34:28 | bobdaduck_m | what? |
| 02:34:33 | amgine1234567890 | thats amazing that one will be my secret =) |
| 02:35:02 | amgine1234567890 | ill play with that a bit |
| 02:36:02 | bobdaduck_m | nobody knows what you're talking about, so why are you saying it? |
| 02:36:34 | amgine1234567890 | thats werid |
| 02:36:50 | fordcars | hehe |
| 02:37:10 | amgine1234567890 | fordcars found osmthing =) |
| 02:37:33 | amgine1234567890 | hmm |
| 02:39:31 | | I has joined |
| 02:39:42 | I | Euh |
| 02:39:56 | | I is now known as Guest88977 |
| 02:40:00 | amgine1234567890 | lol |
| 02:40:25 | Guest88977 | oops, bitfighter crashed my computer |
| 02:40:45 | Guest88977 | now freebide is after ne because I didn't chabge my nickname haha |
| 02:41:05 | Guest88977 | whoa freenode! |
| 02:41:35 | Guest88977 | oh, btw Ian for |
| 02:41:55 | Guest88977 | oh oops I am fordcars |
| 02:42:25 | Guest88977 | is there a "force quit" on windows? |
| 02:42:55 | Guest88977 | besides alt - f4? |
| 02:43:03 | raptor | yes |
| 02:43:09 | raptor | ctrl + alt + delete |
| 02:43:19 | raptor | select the application from the 'task manager' |
| 02:43:23 | raptor | and do 'end process' |
| 02:43:27 | raptor | (or something like that) |
| 02:43:28 | Guest88977 | ok |
| 02:43:58 | Guest88977 | yay thanks |
| 02:44:01 | raptor | yw |
| 02:44:47 | fordcars | ok it worked |
| 02:44:52 | | Guest88977 Quit (Remote host closed the connection) |
| 02:48:01 | amgine1234567890 | ok thats strange lol |
| 02:58:50 | fordcars | vot |
| 02:59:56 | fordcars | I am going to try to install linux on an mp3 player now :P |
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| 03:10:35 | amgine1234567890 | bitfighter has encountered a error and has to close XD |
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| 04:57:49 | Lamp89 | AHHHH |
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| 14:20:01 | | kaen has joined |
| 14:20:15 | kaen | hi! |
| 14:20:25 | bubdan | Hi |
| 14:20:26 | kaen | it's been too long |
| 14:20:38 | kaen | hello bubdan, good to see a new face :) |
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| 15:53:00 | bobdaduck | Welcome back kaen |
| 15:53:09 | kaen | thank you :) |
| 15:53:20 | kaen | finally got into my damn apartment. |
| 15:54:35 | bobdaduck | Quartz' new pasttime is crashing kaen test |
| 15:55:08 | kaen | good thing I put that bitch on kaenloop :) |
| 15:55:13 | kaen | how's he doing it? |
| 15:55:27 | kaen | worms? |
| 15:55:34 | bobdaduck | Figuring out things that crash the game and then making levels for them |
| 15:55:47 | kaen | well that's what it's there for |
| 15:55:48 | kaen | testing |
| 15:55:51 | bobdaduck | He's trying to train people to go to an actual server instead |
| 15:55:56 | kaen | except now the levels are in roto |
| 15:56:07 | kaen | yes, well, that's in line with my interests |
| 15:57:09 | bobdaduck | Because there's always a bunch of people and they are always in kaen test, so he goes in and crashes the server over and over again |
| 15:57:17 | bobdaduck | Its kind of hilarious to watch. |
| 15:57:24 | kaen | trololol |
| 15:57:40 | kaen | I can't believe people actually use that server... |
| 15:58:23 | kaen | it was really meant to be for the situations where you want to show people a map (in progress) but your connection sucks too bad to reliably host |
| 15:58:26 | bobdaduck | More than that, its like the only server anyone ever plays on |
| 15:58:31 | kaen | ugh |
| 15:58:54 | kaen | plebeians |
| 15:59:14 | bobdaduck | Probably a part of why I'm so reluctant to release any of my levels and dungeons is because I'm almost positive they'll end up just lost somewhere on kaen test |
| 15:59:52 | kaen | well I can't think of a solution. right now the options are anonymous upload or no upload |
| 15:59:59 | kaen | or solid gold, which is manual as fuck |
| 16:00:05 | bobdaduck | Yeah |
| 16:00:44 | bobdaduck | And there's so many servers and nobody ever plays on them BECAUSE THEY'RE ALWAYS IN TEST. |
| 16:00:53 | bobdaduck | Playing some racetrack or whatever. |
| 16:00:56 | kaen | heh |
| 16:01:16 | bobdaduck | Uh anyway, /rant. |
| 16:01:56 | kaen | I'll take the too-many-people-like-my-server problem over not having a reliable server with upload enabled. |
| 16:02:16 | bobdaduck | hah, okay. |
| 16:02:34 | kaen | maybe I should spend some time fixing level crashes.... |
| 16:02:49 | kaen | there are soooo many |
| 16:02:56 | kaen | just that I've stumbled on by accident |
| 16:03:20 | bobdaduck | On kane test? |
| 16:03:35 | kaen | in the codebase in general |
| 16:03:40 | kaen | just playing around making levels |
| 16:03:49 | kaen | and also a couple on the server too |
| 16:03:56 | bobdaduck | I vote suns. |
| 16:04:01 | kaen | which is why I made that server loop |
| 16:04:14 | kaen | that thread blew my mind. |
| 16:04:17 | kaen | which reminds me |
| 16:04:22 | kaen | ducks rock seems broken on kaen test |
| 16:04:42 | kaen | at least the version in quartz' map pack |
| 16:04:54 | | raptor has joined |
| 16:04:55 | | ChanServ sets mode +o raptor |
| 16:05:01 | kaen | hello raptor! |
| 16:05:10 | raptor | hey kaen, welcome back! |
| 16:05:15 | raptor | hello all |
| 16:05:25 | bobdaduck | Broken how? |
| 16:05:33 | bobdaduck | Goodmorning gentleraptor |
| 16:05:42 | kaen | the gravity well doesn't work |
| 16:05:53 | kaen | maybe it's just a user error on my part... |
| 16:06:06 | kaen | I have to destroy the neutral core first and move through it, no? |
| 16:06:15 | raptor | good morning |
| 16:06:25 | raptor | the well might be broken because of API changes since it was coded |
| 16:06:34 | kaen | oh I see |
| 16:06:40 | bobdaduck | Yeah |
| 16:06:45 | kaen | reminds me that I need to pull/build/restart |
| 16:06:47 | bobdaduck | you have to add point.new() into the scripts |
| 16:07:26 | kaen | if you get a chance you should send me an updated version :) |
| 16:07:39 | kaen | so, I wrote an arkanoid clone while I was disconnected from the world... |
| 16:07:40 | kaen | in go.. |
| 16:07:57 | kaen | which has laughably bad SDL bindings, I found out |
| 16:08:01 | raptor | yeah, well... that code was ripped from my scripting lab level... and bobdaduck decided to use it in a level |
| 16:08:07 | kaen | oh haha |
| 16:08:09 | bobdaduck | lol |
| 16:08:16 | bobdaduck | Gimmicks ftw |
| 16:08:23 | kaen | funny, I didn't see any credits... |
| 16:08:32 | kaen | :P |
| 16:08:59 | bobdaduck | I added point.new()'s into the script to make it work again, so obviously I can claim rights for the entire script. |
| 16:09:06 | kaen | oh yes that's right |
| 16:09:20 | kaen | by the finders-keepers clause of copyright law :) |
| 16:09:25 | bobdaduck | Exactly. |
| 16:09:26 | raptor | haha |
| 16:10:26 | bobdaduck | http://pastie.org/6628358 |
| 16:10:32 | bobdaduck | There I credited it to raptor |
| 16:11:02 | raptor | ha! nice notice |
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| 16:12:05 | bobdaduck | I will soon adapt it to make a sun. 'course, it won't be a repairable like what I'm asking for, but conceptually it might be close. |
| 16:12:22 | bobdaduck | (kaen use the script I just pastied to update Duck's rock) |
| 16:13:06 | raptor | that script has a serious issue... and you used it anyways! |
| 16:13:20 | raptor | oh wait, was that fixed? |
| 16:13:35 | raptor | when you die in it you still carry the 'pull' effect of the well |
| 16:13:48 | raptor | remember doing the orbits? |
| 16:13:55 | bobdaduck | That was fixed in 018a |
| 16:14:14 | bobdaduck | Or something. |
| 16:14:21 | bobdaduck | It doesn't do it anymore, either way. |
| 16:14:51 | raptor | ah ok, good |
| 16:14:59 | bobdaduck | A moment of silence for "gravity stacks", please. |
| 16:15:13 | bobdaduck | xD |
| 16:15:39 | raptor | hahaha |
| 16:15:47 | raptor | that was kinda fun... |
| 16:16:09 | raptor | although you can still do it by removing the onTick() part of the well script... |
| 16:16:19 | bobdaduck | Can you? |
| 16:16:23 | raptor | sure you can |
| 16:16:40 | raptor | oh wait |
| 16:16:42 | raptor | i mean |
| 16:16:50 | raptor | remove the onShipLeftZone part |
| 16:17:13 | raptor | that basically forces you to always be under the effect once you enter (for the duration of the level) |
| 16:18:12 | kaen | hmm I don't think that fixed it |
| 16:19:47 | kaen | I can't get it to work bob |
| 16:20:09 | kaen | I had it on solid gold but I'm going to take it down until I can figure out its brokenness |
| 16:20:09 | bobdaduck | What's the scripts file name? Does it tie to the level? |
| 16:20:18 | kaen | er good question |
| 16:21:05 | bobdaduck | and... Did you check the console? :P |
| 16:27:28 | kaen | http://pastie.org/6628762 |
| 16:28:05 | bobdaduck | What line? |
| 16:28:27 | kaen | that's all it gave me :/ |
| 16:28:30 | bobdaduck | okay |
| 16:28:32 | bobdaduck | got it |
| 16:28:41 | bobdaduck | replace line 36 |
| 16:28:43 | bobdaduck | with this: ship:setVel(point.new(shipVel.x - wellVel.x, shipVel.y - wellVel.y)) |
| 16:28:56 | bobdaduck | Should fix it |
| 16:30:44 | kaen | okay that worked |
| 16:30:58 | kaen | I'm still taking it off of solid gold; it's too creative :) |
| 16:31:37 | kaen | also abuses (or rather alters) the physics of bitfighter. it's on kaen test with the levelgen though |
| 16:33:10 | kaen | hmm I hope my landlord doesn't mind me using her wlan... |
| 16:33:24 | kaen | I've been waiting for the comcast guy all day though |
| 16:36:22 | | bobdaduck Quit (Read error: Connection reset by peer) |
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| 16:40:37 | bobdaduck | lol |
| 16:41:03 | bobdaduck | on kaen test, go find "The One Map To Rule Them All" |
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| 16:52:49 | raptor | watusimoto: Quartz has made it his mission to upload levels to 'kaen test' that will crash the server |
| 16:53:05 | raptor | he has found two ways to do it with 018a |
| 16:53:05 | watusimoto | that's good...? |
| 16:53:24 | raptor | haha, yeah, well, he's using it to train people to not play on that server.. |
| 16:53:30 | watusimoto | except maybe we should have a "crash this if you can" server |
| 16:53:34 | watusimoto | for that purpose |
| 16:53:55 | raptor | see #15 here: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 16:54:19 | raptor | Lamp posted the thing about altering teleporter delay |
| 16:54:25 | watusimoto | that list is growing |
| 16:54:59 | watusimoto | ghost ship being a ship object that was placed in a level? |
| 16:55:05 | raptor | yes |
| 16:55:25 | raptor | did we want to keep the teleporter delay? |
| 16:55:28 | watusimoto | easily fixed, I'd say. As for delay... what is that about? |
| 16:55:37 | watusimoto | that's something sam added, right? |
| 16:55:56 | raptor | apparently if you add 'Delay=1' in a level file, it will change the delay that allows you to enter a teleporter |
| 16:56:00 | raptor | I didn't add it |
| 16:56:04 | raptor | probably sam686.. |
| 16:56:22 | watusimoto | I don't really see the point... I'd remove it, since sam isn't here to defend it :-) |
| 16:56:34 | raptor | yeah, me too |
| 16:56:37 | raptor | ok |
| 16:56:40 | raptor | easy |
| 16:56:47 | raptor | both fixes are easy |
| 16:57:22 | raptor | just wanted to bring your attention to it |
| 16:58:01 | watusimoto | ok, good. Let's get kaen server fixed so as to further thwart Quartz |
| 16:59:01 | bobdaduck | lol |
| 16:59:48 | bobdaduck | Well, teleporter delay could maybe be used well in a level, where you make really good teleporters a more scarce resource |
| 17:00:15 | bobdaduck | Why not just set an arbitrary limit on teleporter delay? Force it to be above 1? |
| 17:00:18 | bobdaduck | Easy fix |
| 17:02:57 | watusimoto | can you explain why you might want a teleporter delay? |
| 17:03:20 | bobdaduck | I vote adding it as an editable attribute in the editor (enter menu) and forcing a minimum of 1 |
| 17:04:02 | watusimoto | I only really support editor items that are useful and desireable. Why is this either? |
| 17:04:43 | bobdaduck | Well, lets assume I make a CTF, and each team has a single teleporter in their base that goes directly to the other team's flag. Normally this would be terrible, because an entire team pops through a teleporter and whoops there goes the flag. But if I add a delay to the teleporter of 20 seconds, then suddenly its a strategic resource, like a health pack or an energy pack, to be used with team coordination for successful strikes |
| 17:05:19 | watusimoto | or it's just a frustrating source of confusion |
| 17:05:34 | bobdaduck | How is that confusing? |
| 17:06:00 | bobdaduck | I mean, the differences of teleporter recharge times is no different from health and energy packs having variable regen rates |
| 17:06:05 | watusimoto | because it would behave differently than a normal teleporter. I'd be stuck in a state of limbo (where would I be, even??) for 20 secs |
| 17:06:21 | bobdaduck | Except teleporters already have a built in recharge animation |
| 17:06:28 | bobdaduck | No you wouldn't be in limbo |
| 17:06:31 | watusimoto | oh, sorry, maybe I misunderstood |
| 17:06:52 | bobdaduck | It works like a normal teleporter, but the delay means that people can't use it again for however long |
| 17:06:56 | watusimoto | cancel that specific depiction of my objection |
| 17:07:10 | watusimoto | though I still object! |
| 17:07:39 | bobdaduck | Okay |
| 17:07:40 | bobdaduck | Why? |
| 17:08:47 | watusimoto | why not? :-) |
| 17:09:35 | raptor | s |
| 17:09:38 | raptor | oop |
| 17:09:50 | watusimoto | mostly because I think simpler = better. Fewer sources of error, less work to maintain, less to wade through as a level designer. If everything has 10 options, things become arbitrary and nothing works consistently, everything becomes a burden of choice |
| 17:10:12 | raptor | we could get rid of the delay option in the level file but allow it in Lua? |
| 17:10:31 | bobdaduck | Its already there, and removing it is a lot harder than adding a minimum delay |
| 17:10:32 | raptor | burden of choice! |
| 17:10:37 | watusimoto | I think we should prefer a simple, consistent palette of solid objects |
| 17:10:50 | bobdaduck | So... Delete engineer? |
| 17:10:52 | raptor | the let the scripters run wild! |
| 17:10:59 | watusimoto | raptor: if the delay is accessible via lua, there's no downside to making it available via the file |
| 17:11:15 | raptor | ok |
| 17:11:20 | watusimoto | except for the rather horrible syntax it uses |
| 17:11:22 | bobdaduck | Also: I'm the only scripter. |
| 17:11:24 | bobdaduck | xD |
| 17:11:30 | raptor | the syntax drives me crazy |
| 17:11:38 | watusimoto | I agree |
| 17:11:40 | bobdaduck | Horrible syntax. |
| 17:11:59 | watusimoto | we've talked about level reform in the past |
| 17:12:30 | watusimoto | it's still needed |
| 17:12:40 | raptor | i know we've discussed XML... |
| 17:12:43 | raptor | but... XML |
| 17:12:48 | bobdaduck | lol |
| 17:12:49 | watusimoto | yes, that's the problem |
| 17:13:00 | bobdaduck | I like the .level open it in notepad format. |
| 17:13:18 | watusimoto | yes, easy editing is critical |
| 17:14:08 | watusimoto | RepairItem geom=x,y; respawn=time; |
| 17:14:21 | raptor | do we want key/value ability? non-linear ability? |
| 17:14:31 | watusimoto | like what? |
| 17:14:52 | raptor | sorry, not non-linear |
| 17:15:01 | raptor | order-doesn't-matter ability |
| 17:15:09 | watusimoto | WallItem geom=x,y,x,y,x,y; thickness=50 |
| 17:15:18 | watusimoto | order of attributes? |
| 17:15:22 | raptor | yes |
| 17:15:26 | raptor | i guess that works.. |
| 17:15:34 | watusimoto | yes, we want order to be insignificant |
| 17:16:14 | raptor | and spaces, are spaces significant |
| 17:16:25 | watusimoto | ideally not |
| 17:16:51 | bobdaduck | What does this add to the game? |
| 17:16:51 | watusimoto | ItemName attr=val; attr2=val2; ... |
| 17:17:08 | raptor | order from chaos! |
| 17:17:15 | raptor | brb |
| 17:17:26 | watusimoto | but the big thing I think we should consider is embedding levelgens in levefiles |
| 17:18:24 | bobdaduck | That would make levelgens less reusable... |
| 17:20:40 | watusimoto | that's the tradeoff |
| 17:20:48 | watusimoto | but levelgens are pretty dependent on the level, no? |
| 17:21:57 | bobdaduck | No |
| 17:22:04 | bobdaduck | I have five levels right now that all use the same levelgen |
| 17:22:45 | raptor | bobdaduck is the exception to every norm, at the moment |
| 17:22:57 | watusimoto | that's not bad |
| 17:23:05 | bobdaduck | I'm also the only person who's actually in-depth using scripts at the moment |
| 17:23:21 | bobdaduck | So I vote I get a double-say. |
| 17:23:29 | raptor | not saying its bad :) |
| 17:23:49 | watusimoto | no, you weren't |
| 17:24:08 | raptor | we should have metadata support |
| 17:24:19 | watusimoto | we have some |
| 17:24:21 | raptor | like LevelFileVersion 1 |
| 17:24:46 | watusimoto | when would that get updated? |
| 17:24:51 | watusimoto | manually? |
| 17:25:20 | bobdaduck | I feel like this idealized system we're working towards is not, in fact, any more ideal than what is in place. |
| 17:25:39 | raptor | so we can properly code schema-support |
| 17:25:39 | watusimoto | it would get rid of the ugly syntax we spoke of |
| 17:25:57 | watusimoto | and would make it easier to add new features in the future |
| 17:27:28 | watusimoto | as for shared scripts, I would make embedding optional |
| 17:27:48 | bobdaduck | *shrug* I still don't see it. |
| 17:28:05 | watusimoto | I like the idea of "micro scripts" -- where you could several short scripts focused on a particular item |
| 17:28:26 | raptor | tie a script to an item? |
| 17:28:33 | watusimoto | yeah, maybe |
| 17:28:37 | bobdaduck | That's what we already do with IDs, isn't it? |
| 17:28:47 | watusimoto | yes, it is |
| 17:30:11 | watusimoto | but what I'm saying is instead of one monolithic event listener that represents every object in a level, you might issue three listeners for the same event, each of which handles only one specific object |
| 17:30:44 | bobdaduck | That would conserve CPU, wouldn't it? |
| 17:30:54 | watusimoto | so I might have an onShipEnteredZone listener that throws an asteroid when a ship enters A and another that respawns a health pack |
| 17:30:58 | watusimoto | no, probably the opposite |
| 17:31:05 | watusimoto | but the difference would be small |
| 17:31:07 | raptor | it would open the door for abuse! |
| 17:31:20 | watusimoto | it would add no additional capabilities |
| 17:31:37 | watusimoto | it would just let you organize your code differently |
| 17:31:41 | raptor | ok, i'm just being extremist |
| 17:32:35 | bobdaduck | Suns! |
| 17:33:05 | watusimoto | so if you had two nexii, and we had an onShipEnteredNexus, and you wanted to issue a bunch of flags every time a ship entered either nexus and also an asterpod to spawn when you entered nexus 1, you might do this: |
| 17:33:24 | watusimoto | onShipEnteredNexus() do issueFlags() end |
| 17:33:43 | watusimoto | onShipEnteredNexus() do if(nexus == 1) createAsteroid() end |
| 17:33:51 | watusimoto | sorry for the bad syntax |
| 17:34:05 | watusimoto | it lets you separate your ideas a little |
| 17:34:25 | watusimoto | or even better, |
| 17:34:58 | watusimoto | if we could do subscribe(shipEnteredNexus, 1) |
| 17:35:04 | watusimoto | oops |
| 17:35:17 | watusimoto | subscribe(shipEnteredNexus, 1, asteroidLaunch) |
| 17:35:32 | watusimoto | asteroidLaucnh() do createAsteroid() end |
| 17:35:51 | watusimoto | then you could have these small custom subscriptions |
| 17:35:57 | bobdaduck | I don't see the value of that system for organizing things over what we have right now |
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| 17:35:58 | watusimoto | I hope that's a little clear |
| 17:36:20 | watusimoto | I think it would be better, but it would not replace what we have; just be an additional option |
| 17:37:56 | watusimoto | well in any event, it's not something we need to resolve today |
| 17:38:13 | bobdaduck | raptor, is there a way to start something immediately when a level loads? like a subscribe.OnGameLoads or something? (I'm not seeing one in the luadocs, anyway) |
| 17:38:18 | kaen | [17:23:05] <bobdaduck> I'm also the only person who's actually in-depth using scripts at the moment <<< I must object :) |
| 17:38:21 | raptor | so, I can't tell if I should kill teleporter delay.. |
| 17:38:30 | raptor | bobdaduck: yes, put it in main() |
| 17:38:31 | bobdaduck | I vote no |
| 17:38:37 | bobdaduck | okay excellent |
| 17:38:40 | raptor | that gets run at script start, only once |
| 17:39:08 | kaen | I actually just made a reusable levelgen script which works without tight coupling to the level |
| 17:39:35 | bobdaduck | The mine one? |
| 17:39:45 | kaen | It even takes arguments in terms of time since the level started |
| 17:39:53 | kaen | like you can pass it 200*t for a value |
| 17:39:58 | kaen | and yes, it's the mine one :P |
| 17:40:15 | kaen | but 200*t would be insanely high since t is in milliseconds... |
| 17:46:02 | watusimoto | raptor: about the delay thing |
| 17:46:33 | watusimoto | Though I'd prefer to axe it, maybe we should leave it as is and just fix the bug |
| 17:46:52 | raptor | the pressure is intense, huh? |
| 17:47:06 | watusimoto | maybe we can get rid of rotating speedzones instead |
| 17:48:20 | watusimoto | or we can discuss it when bobdaduck is offline :-) |
| 17:48:29 | raptor | yeah, that's a good idea |
| 17:49:06 | watusimoto | here's one idea... what about teleporters that open and close like nexii? |
| 17:49:19 | kaen | so. was there a version bump in mercurial since I've been gone? |
| 17:49:25 | bobdaduck | Lets get rid of rotating speed zones instead |
| 17:49:52 | bobdaduck | *checks if I can make nexus-like teleporters via levelgen* |
| 17:49:55 | bobdaduck | Yeah, I can. |
| 17:50:20 | watusimoto | anywya... heading home |
| 17:50:23 | bobdaduck | Oooh that's a fun idea |
| 17:50:26 | bobdaduck | totally going to do that |
| 17:50:30 | watusimoto | tonight more fun ui work |
| 17:50:44 | watusimoto | bobdaduck: ideally, we'd create a way to illustrate when they are open and closed, like the nexus |
| 17:50:48 | watusimoto | anyway... |
| 17:50:49 | watusimoto | more later |
| 17:51:17 | bobdaduck | Well you can already tell because they're smaller |
| 17:51:24 | bobdaduck | and then they slowly regenerate back |
| 17:51:38 | bobdaduck | But. I'll whip something up and see what you guys think. |
| 17:51:55 | raptor | kaen: yes, compatibility broken! |
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| 17:58:27 | raptor | mass exodus! |
| 17:58:34 | | kaen has joined |
| 17:59:06 | bobdaduck | Like the lemmings of bitfighter. |
| 17:59:33 | raptor | ha |
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| 18:24:39 | bobdaduck | Raptor you said you're always open for lua suggestions |
| 18:25:03 | bobdaduck | Right? |
| 18:25:19 | raptor | yes |
| 18:26:07 | bobdaduck | If teleporter delays are kept |
| 18:26:17 | bobdaduck | A listener for if a teleporter is open or closed would be nice... |
| 18:26:47 | raptor | would that be different than a simple onShipEnteredTeleporter event? |
| 18:27:20 | bobdaduck | Yeah |
| 18:27:49 | raptor | explain a use case |
| 18:28:03 | bobdaduck | An "isTeleporterClosed" could work for the same thing, but an "isTeleporterOpen" would be different |
| 18:28:25 | bobdaduck | And neither of them would be ship oriented |
| 18:29:12 | raptor | isTeleporterClose == !isTeleporterOpen :) |
| 18:29:28 | bobdaduck | Hah, okay. |
| 18:29:39 | raptor | it's essentially the same method.. but, are you thinking of a triggered event, or just an attribute to detect? |
| 18:29:57 | bobdaduck | Oh also a lua method for setting a teleporter delay |
| 18:30:07 | bobdaduck | I was thinking more of a triggered event |
| 18:30:17 | bobdaduck | But I suppose an attribute to detect would be nice too... |
| 18:30:48 | raptor | and event would be tricky - it has to be on something that has changed |
| 18:31:10 | bobdaduck | The teleporter was open, but is now closed. That's a change, isn't it? |
| 18:31:13 | raptor | yes |
| 18:33:34 | bobdaduck | I think setting and getting teleporter delays might be a bit nicer though |
| 18:34:29 | bobdaduck | ...And above all, suns. |
| 18:34:32 | raptor | that one is easily doable |
| 18:34:42 | bobdaduck | Yeah I figure it would be |
| 18:34:52 | raptor | however watusimoto seems against delays - and I'm not sure what I think yet |
| 18:35:39 | raptor | I could see the potential use for scripted maps, but I also see his side in adding the complexity |
| 18:35:41 | bobdaduck | It might decrease the solidity of the game a bit |
| 18:36:04 | bobdaduck | But I'm pretty sure we threw that out the window at engineer and never looked back so I'm not sure why it matters? |
| 18:36:14 | raptor | yeah - I think we're a bit too sandbox-y sometimes... |
| 18:36:20 | raptor | then we create the Lua API... |
| 18:36:49 | bobdaduck | Well scripting is doing what it pretty much should be doing, and what scripting does in all games |
| 18:36:53 | raptor | but I love to add new things! |
| 18:37:21 | bobdaduck | lol |
| 18:37:23 | bobdaduck | Suns |
| 18:37:34 | bobdaduck | Uh, anyway. |
| 18:40:30 | bobdaduck | *says anyway and then stops talking* |
| 18:41:41 | bobdaduck | I want a new repairable item, if not suns then a dispenser or something. |
| 18:42:03 | raptor | repairable teleporters! |
| 18:42:08 | | kaen Quit (Read error: Connection timed out) |
| 18:42:37 | bobdaduck | And repairable speedzones! |
| 18:42:40 | bobdaduck | And repairable flags! |
| 18:42:41 | raptor | hahaha |
| 18:43:57 | bobdaduck | I mean something with team affiliations |
| 18:45:13 | bobdaduck | ...also, add a double-tap ability to repair. |
| 18:47:46 | raptor | we have no consensus on what that could be |
| 18:48:07 | bobdaduck | There's only two ideas |
| 18:48:39 | bobdaduck | Straight like boost, where it consumes all your energy for a large amount of the module (burst repair) or drop a healthpack. |
| 18:49:19 | bobdaduck | The healthpack is weird unless we give healthpacks team affiliations. Because like, you're running around fighting and then you accidentally heal an enemy to full. |
| 18:49:32 | raptor | i don't really like the health pack idea... |
| 18:49:44 | bobdaduck | Its fun but I don't think it would work. |
| 18:49:52 | bobdaduck | So make it just like boost: burst repair. |
| 18:51:43 | bobdaduck | Which should be simple... Right? Buffs repair, adds an interesting new mechanic, etc. It seems like a win-win-win solution to me. |
| 18:52:45 | bobdaduck | So on * Event.MsgReceived MsgReceived in lua |
| 18:52:55 | bobdaduck | How do I get the ship that sent the message? |
| 18:54:01 | raptor | why can't i find where that is in the luadoc.. |
| 18:54:11 | bobdaduck | modules>events |
| 18:54:24 | raptor | ah there we go.. |
| 18:54:32 | raptor | huh, where is the method signature?? |
| 18:54:54 | bobdaduck | There's a method signature for shipenteredzone? |
| 18:55:17 | raptor | well there is onShipEnteredZone() method with a number of variables that are passed in |
| 18:55:25 | raptor | but I don't see that documented anywhere... |
| 18:55:37 | bobdaduck | Nope. |
| 18:55:44 | raptor | well that stinks.. |
| 18:55:46 | bobdaduck | xD |
| 18:56:08 | raptor | function onMsgReceived(message, player) |
| 18:56:23 | raptor | not sure what 'player' actually references though... |
| 18:56:50 | bobdaduck | I thought the luadocs were so thorough... |
| 18:57:01 | raptor | yeah... umm... no... |
| 18:57:08 | raptor | whoa |
| 18:57:13 | raptor | we're missing a huge chunk |
| 18:57:30 | bobdaduck | lol |
| 18:57:45 | bobdaduck | Glad I could find something for you to do! xD |
| 18:59:19 | bobdaduck | Also shouldn't "ship" have members? |
| 18:59:24 | bobdaduck | Energy, at the very least. |
| 19:00:04 | raptor | yeah it does, click on 'list all members' |
| 19:00:20 | raptor | it should arguably have more... |
| 19:00:46 | bobdaduck | Energy isn't there |
| 19:01:00 | raptor | it should arguably have more... |
| 19:01:07 | bobdaduck | Or like, anything specific to ship. Its all inheritted from moveobject |
| 19:01:09 | raptor | oh wait - it's completely undocumented... |
| 19:01:12 | raptor | huh |
| 19:01:24 | bobdaduck | lol |
| 19:02:46 | | kaen has joined |
| 19:02:49 | raptor | ok, well, I've written these bugs down - I need to focus on work at the moment |
| 19:02:50 | bobdaduck | Can I ask for that to be your next in queue? |
| 19:03:06 | raptor | i'll get you some info on the 'player' object... |
| 19:03:23 | bobdaduck | Later |
| 19:03:39 | bobdaduck | I'm at work to so its not required immediately |
| 19:05:03 | raptor | found these methods on that 'player' object you can use in onMsgReceived: http://pastie.org/6630818 |
| 19:05:06 | raptor | ok back to work.. |
| 19:09:10 | bobdaduck | glhf |
| 19:09:32 | raptor | are you choking on something? |
| 19:10:54 | bobdaduck | Not the last time I checked |
| 19:11:04 | bobdaduck | Good Luck Have Fun = GLHF |
| 19:16:30 | bobdaduck | Kaen, on kaen test could you replace feudalism and RTS with the versions I posted on the forums? |
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| 19:57:37 | SolumnMus | Hello all! |
| 19:57:55 | bobdaduck | sup |
| 19:59:00 | SolumnMus | Ignore that SolumnMus guy. It was a failed attempt to connect |
| 19:59:10 | bobdaduck | lolk |
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| 20:32:03 | bobdaduck | Hello |
| 20:32:50 | Nothing_Much | Hi there |
| 20:33:55 | bobdaduck | Wat, are you in a position to look at my proposed new stock map? |
| 20:34:49 | | -RichiH- [Global Notice] Hi all. PDPC, freenode’s parent organisation, has been dissolved. Details can be found at http://blog.freenode.net/ with a static copy at http://planet.freenode.net/ |
| 20:36:00 | raptor | NOOOOOoooo |
| 20:36:24 | bobdaduck | Noooooo? |
| 20:36:27 | bobdaduck | Is this big news? |
| 20:37:41 | raptor | ok good - not much change |
| 20:37:49 | bobdaduck | What? |
| 20:37:50 | raptor | (speaking of the dissolution of PDPC) |
| 20:38:18 | bobdaduck | What is it? What happened? |
| 20:40:39 | raptor | freenode's organization is changing |
| 20:40:41 | | -mrmist- [Global Notice] As a P.S. to the last global, no, we're not dying or going away. If the blog is down, you can read details at https://plus.google.com/b/104326727082310562426/104326727082310562426/posts/CMW4Gst657v thanks for flying freenode! |
| 20:40:53 | raptor | but they assure network services will be continued |
| 20:42:58 | raptor | Watusimoto: I posted about bubdan's crash: http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-March/087507.html |
| 20:43:09 | raptor | i got two responses, but not sure what to do still... |
| 20:43:16 | Watusimoto | hi |
| 20:43:46 | Watusimoto | did we get any results from my test program? I asked bubdan about it but never got a response |
| 20:46:26 | raptor | I'm not sure he got it working - it required another library (which I game him) but he may have given up. He was an average Windows user, I think |
| 20:46:33 | raptor | *gave |
| 21:18:25 | raptor | bobdaduck: ideas thread what |
| 21:18:29 | bobdaduck | lol |
| 21:18:56 | bobdaduck | Uh... I just want a massive list of all ideas ever. |
| 21:25:02 | bobdaduck | Most of them will be bad ideas. |
| 21:25:10 | bobdaduck | At least, I'm expecting that. |
| 21:25:43 | bobdaduck | If someone suggests "engineering flags" I would probably put it down. |
| 21:26:42 | raptor | i put a better one |
| 21:28:10 | bobdaduck | rofl |
| 21:28:36 | bobdaduck | Added |
| 21:29:08 | bobdaduck | Who knows, maybe the devs will look at it and be like "engineering mannable space laser cannons" |
| 21:30:47 | Watusimoto | ok let's see what's goign on |
| 21:30:54 | Watusimoto | bobdaduck: is your server up? |
| 21:31:02 | bobdaduck | hosting in 5 |
| 21:31:06 | bobdaduck | 4 |
| 21:31:07 | bobdaduck | 3 |
| 21:31:07 | bobdaduck | 2 |
| 21:31:07 | bobdaduck | 1 |
| 21:31:08 | bobdaduck | hosting |
| 21:31:09 | Watusimoto | I was teaching my kids to sharpen knives this evening |
| 21:31:12 | bobdaduck | if you can join. |
| 21:31:28 | Watusimoto | my kitchen knives are like razors now |
| 21:31:34 | bobdaduck | rofl |
| 21:31:34 | Watusimoto | I think I could shave with them |
| 21:31:59 | Watusimoto | which is your server |
| 21:32:00 | Watusimoto | ? |
| 21:32:09 | bobdaduck | uh |
| 21:32:11 | bobdaduck | I dunno. |
| 21:32:15 | bobdaduck | it'll be a PTO one |
| 21:32:23 | Watusimoto | yea, probably |
| 21:32:38 | Watusimoto | drug control? |
| 21:33:19 | Watusimoto | I can connect ot one pto server, with a rabbit level |
| 21:33:20 | bobdaduck | starts with 63 |
| 21:34:00 | bobdaduck | Can you connect to the one with the IP beginning with 63? |
| 21:34:36 | Watusimoto | no, I don't think so |
| 21:34:49 | | Darrel Quit (Quit: Closed IRC client) |
| 21:34:51 | raptor | i cannot either... |
| 21:34:55 | bobdaduck | Dang. So... Hosting from work doesn't work. |
| 21:35:28 | bobdaduck | Should I send the level to raptor or should I just wait an hour to get home? |
| 21:36:08 | Watusimoto | wait an hour |
| 21:36:22 | bobdaduck | Alrighty |
| 21:36:48 | bobdaduck | So the other thing is my weird moderator forum permissions |
| 21:38:11 | bobdaduck | Have time to work on that right now? |
| 21:38:17 | Watusimoto | reading this freenode announcemtn feels like tugging on a thread that leads to all my clothes unravellign on the floor |
| 21:38:46 | raptor | heh |
| 21:40:25 | Watusimoto | any idea what a donor cloak is? |
| 21:40:54 | raptor | a cloak is what hides your host name |
| 21:41:00 | raptor | for instance do: /whois raptor |
| 21:41:28 | Watusimoto | nothing |
| 21:41:29 | raptor | raptor@unaffiliated/greenmachine <-- that's my cloak |
| 21:41:35 | Watusimoto | ah, ok |
| 21:42:02 | raptor | so a donor clock might be: raptor@pdpc/donorIamAwesome |
| 21:42:10 | raptor | or something |
| 21:42:26 | bobdaduck | Why should I wear a cloak to acknowledge my donation? |
| 21:42:26 | bobdaduck | When you wear the cloak, your donation becomes more visible, which helps to raise awareness of the idea of donating to Peer-Directed Projects Center, the not-for-profit entity which runs freenode. So, in a sense, your donation goes twice as far. We strongly recommend that you do the necessary setup and wear the cloak! |
| 21:42:48 | Watusimoto | so you can buy a special name, essentially, that shows your support? |
| 21:43:08 | raptor | yes |
| 21:43:11 | Watusimoto | interesting mecahnism |
| 21:43:19 | Watusimoto | we could sell names with stars next to them |
| 21:43:27 | Watusimoto | or something |
| 21:43:37 | Watusimoto | "I work on the game 'Bitfighter'" reminds me of "Hello, my name is 'Bob'." |
| 21:46:32 | bobdaduck | lol |
| 21:47:38 | Watusimoto | so... after reading the sdl stuff, I have come to this conclusion |
| 21:47:38 | Watusimoto | if bubdan never comes back, our problem is solved. |
| 21:47:50 | raptor | which is? |
| 21:48:03 | Watusimoto | if bubdan never comes back, our problem is solved. |
| 21:48:37 | bobdaduck | rofl |
| 21:50:02 | raptor | comprehension fail |
| 21:50:09 | raptor | ohhhh |
| 21:50:14 | raptor | *never* not *ever* |
| 21:50:24 | raptor | haha |
| 21:51:11 | Watusimoto | it sounds like there's nothing we can do that's wihtin the reasonable realm of support to an individual user with an unusual graphics chip |
| 21:52:23 | raptor | I added a #16 to the running list... |
| 21:52:41 | Watusimoto | so... are we adding bobdaduck's idea for engineering flags? |
| 21:52:51 | Watusimoto | I think it's pretty good |
| 21:53:06 | Watusimoto | I'm glad to see him getting on the engineer bandwagon |
| 21:53:16 | | raptor 's sarcasm detector isn't working properly |
| 21:53:19 | bobdaduck | rofl |
| 21:53:20 | Watusimoto | becoming the new flag waver and cheer leader |
| 21:53:29 | bobdaduck | IDEA |
| 21:53:46 | Watusimoto | if bobdaduck ever suggests engineering flags, our problem is solved |
| 21:53:50 | bobdaduck | irrelevant idea. I'll get to it when I get home |
| 21:54:01 | bobdaduck | But hold that thought for an hour or so, kay? coo |
| 21:54:09 | Watusimoto | let's take a look at the forums |
| 21:54:17 | Watusimoto | wish me luck, gentlemen |
| 21:54:19 | bobdaduck | Well originally my idea was that we would just have repairable flags |
| 21:54:30 | bobdaduck | Which would add a whole new strategic dynamic to hunters |
| 21:55:31 | bobdaduck | and good luck |
| 21:56:10 | raptor | good luck! |
| 21:56:40 | Watusimoto | engineering bullets??? |
| 21:56:44 | Watusimoto | that's crazy! |
| 21:56:49 | bobdaduck | ikr |
| 21:56:54 | Watusimoto | (like a fox) |
| 21:57:49 | raptor | see, I had the best idea yet! |
| 21:59:16 | bobdaduck | Alright, I'ma head home |
| 21:59:34 | bobdaduck | back in 15 |
| 21:59:35 | | kaen Quit (Ping timeout: 258 seconds) |
| 21:59:36 | Watusimoto | screenshot of the f7 screen was a good idea, raptor |
| 21:59:41 | | bobdaduck Quit (Remote host closed the connection) |
| 21:59:52 | raptor | yeah, but I still don't know what the problem is... |
| 22:00:03 | raptor | he didn't return with easy to diagnose problems.. |
| 22:03:51 | Watusimoto | I posted to that thread |
| 22:04:01 | raptor | THANKS |
| 22:04:50 | raptor | did you ever change the _stackTracer() method or code? |
| 22:05:36 | Watusimoto | not sure what you mean |
| 22:05:47 | | LordDVG Quit (Remote host closed the connection) |
| 22:06:49 | Watusimoto | you know, I get a perverse thrill when I read about people freaked out when someone joins their test server :-) |
| 22:07:15 | raptor | i mean, is it possible that he has a different version of lua_helper_functions.lua that may point to a different version of stack_trace_plus.lua with a different method signature? |
| 22:07:19 | raptor | haha, yeah... |
| 22:09:43 | Watusimoto | I think there may be a way in the INI to hide your server from the master |
| 22:10:01 | Watusimoto | (came up in a different thread) |
| 22:10:16 | Watusimoto | the game *should* be able to find clients on a LAN segment without the master |
| 22:10:25 | raptor | it does |
| 22:10:25 | Watusimoto | though I've never tested this |
| 22:10:29 | raptor | i have |
| 22:10:36 | Watusimoto | great! |
| 22:10:43 | raptor | however, I brought up the issue 'publish to master' |
| 22:10:49 | raptor | and should we have a toggle for that |
| 22:10:52 | Watusimoto | as for color coding lan players, no idea how that would work |
| 22:11:01 | raptor | yeah, ignore that |
| 22:11:03 | raptor | fluff |
| 22:11:20 | Watusimoto | my thought was to be as liberal as possible when listing players, to make the game appear more popular |
| 22:11:36 | Watusimoto | but we could show only players in the lobby or in a game |
| 22:11:51 | Watusimoto | that might lead to less frustration |
| 22:13:19 | raptor | i mean publish a hosted server to master |
| 22:13:48 | raptor | it would mean the server wouldn't send stats and only detectable on LAN |
| 22:22:02 | | -morgan.freenode.net- *** Looking up your hostname... |
| 22:22:02 | | -morgan.freenode.net- *** Checking Ident |
| 22:22:02 | | -morgan.freenode.net- *** No Ident response |
| 22:22:02 | | -morgan.freenode.net- *** Couldn't look up your hostname |
| 22:22:08 | | BFLogBot has joined |
| 22:22:08 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 22:22:10 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013 |
| 22:22:10 | | -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. |
| 22:22:10 | raptor | the bot does take the teleporter |
| 22:23:49 | Watusimoto | any idea who HylianSavior is? |
| 22:24:18 | Watusimoto | bobdaduck: I made you an admin in the forums |
| 22:24:53 | Watusimoto | I also added kaen to the admin group |
| 22:29:03 | raptor | Watusimoto: he's our admin! |
| 22:29:50 | Watusimoto | ah... ok... does he go by a different name? |
| 22:30:17 | raptor | I think _k knew him... |
| 22:30:23 | raptor | I've never met him |
| 22:30:52 | bobdaduck | HylianSavior is Edshin |
| 22:31:00 | bobdaduck | He changed his name |
| 22:31:09 | bobdaduck | And he was helping with forum decor and he needed to be an admin for that. |
| 22:31:39 | Watusimoto | oh, ok |
| 22:31:45 | raptor | edshin? |
| 22:31:49 | bobdaduck | Edshin95 |
| 22:31:57 | bobdaduck | He is very asian |
| 22:32:02 | bobdaduck | And would always type liek this |
| 22:32:22 | bobdaduck | And he made teh mapz0rz. |
| 22:32:24 | raptor | oh no... calculating bot zones for walls |
| 22:32:33 | raptor | we'd need one-way connections |
| 22:32:50 | bobdaduck | lol |
| 22:33:24 | bobdaduck | Watusimoto, would you like to see my proposal for a new stock map now? |
| 22:33:42 | Watusimoto | give me about 3 mins |
| 22:34:00 | bobdaduck | Okey |
| 22:35:43 | bobdaduck | I'll see your 3 mins and raise you a five min. |
| 22:40:28 | bobdaduck | Kay back |
| 22:49:24 | Watusimoto | ok I'll look now |
| 22:49:49 | bobdaduck | alright hosting |
| 22:56:33 | Watusimoto | you captured the classic stock thing pretty well, I think |
| 22:57:13 | Watusimoto | so I'm not sure if it would make a good stock level though |
| 22:57:27 | Watusimoto | it's pretty big |
| 22:57:50 | Watusimoto | and doesn't really fit with the feel of the newer stocks |
| 22:58:37 | Watusimoto | this level also raises a question in my mind (though not related to this particular level) |
| 22:58:43 | Watusimoto | about the levelgens |
| 22:59:07 | Watusimoto | I think you picked an interesting mecahnsim for the loadout zone ffs |
| 22:59:19 | Watusimoto | I like it as a gameplay device |
| 22:59:49 | Watusimoto | but it felt a bit weird at first seeing the ffs change teams like that |
| 23:00:49 | Watusimoto | so my question is where do we want to go with the levelgens in terms of normal levels? |
| 23:01:08 | Watusimoto | I've been kind of building them out with no particular destination in mind |
| 23:01:55 | Watusimoto | so it's kind of an open question. where are we going, and will we like it when we get there? |
| 23:02:12 | Watusimoto | that's enough monolog for the moment :-) |
| 23:06:03 | raptor | we're in the wild west of levelgens at the moment... |
| 23:06:57 | raptor | i've we merged bobdaduck's creativity with someone's good math skills, I can only imagine what'd happen... |
| 23:07:01 | raptor | *if |
| 23:10:20 | raptor | not to say you have *bad* math skills, bobdaduck... |
| 23:11:55 | bobdaduck | Sorry back |
| 23:12:42 | bobdaduck | No its fine I'm not so good at the math part |
| 23:13:21 | | kaen has joined |
| 23:14:54 | bobdaduck | I could always just get the levelgen framework running, give it to raptor and say "here add this math part" |
| 23:14:55 | bobdaduck | xD |
| 23:17:44 | bobdaduck | But so far I've mostly been thinking in terms of what I know how to do... |
| 23:18:02 | bobdaduck | Or at least, know how to figure out how to do. |
| 23:21:14 | | bobdaduck Quit (Remote host closed the connection) |
| 23:31:00 | raptor | heading home! |
| 23:31:03 | | raptor Quit () |
| 23:33:52 | | kaen Quit (Ping timeout: 258 seconds) |
| 23:39:00 | | kaen has joined |
| 23:58:49 | | kaen Quit (Ping timeout: 255 seconds) |
| 23:59:06 | Watusimoto | first (very rough) pass at polyfilled orbitron |
| 23:59:07 | Watusimoto | http://img339.imageshack.us/img339/3255/screenshot5lf.png |
| 23:59:23 | Watusimoto | looks kind of crappy! |