Timestamps are in GMT/BST.
| 00:01:50 | raptor | have to go! see you later |
| 00:01:53 | | raptor Quit () |
| 00:02:02 | bobdaduck | seeya |
| 00:21:36 | | kaen Quit (Ping timeout: 245 seconds) |
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| 01:14:25 | Watusimoto | status; compiled ftgl separately, downloaded a compiled version of freetype2, plan to inclue only the .lib files in our project. Alas, bitfighter will not link. furstrated and tired. |
| 01:14:27 | Watusimoto | good night |
| 01:19:14 | bobdaduck | night |
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| 02:48:04 | Nothing_Much | Hey kaen |
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| 03:31:10 | raptor | good evening |
| 03:32:34 | bobdaduck | Good raptor, morning. |
| 03:32:39 | raptor | hi |
| 03:33:49 | bobdaduck | I'm adding a rollercoaster to the carnival |
| 03:34:07 | raptor | ha |
| 03:35:40 | raptor | why does the ship shapes thread have 125 replies?? |
| 03:37:08 | Nothing_Much | how long has that been accumulating? |
| 03:37:18 | raptor | too long |
| 03:37:31 | Nothing_Much | oh dear |
| 03:37:42 | Nothing_Much | is it about the literal shape of the ship? |
| 03:37:55 | raptor | yes, about different hull types |
| 03:39:23 | bobdaduck | lol |
| 03:39:54 | bobdaduck | Well, obviously we can't hand out unique ship shapes to everyone. That would be cool, but isn't feasable |
| 03:40:20 | bobdaduck | So my idea of tying in temporary ship shapes to achievements |
| 03:40:29 | raptor | now i have to review accelerating electric fields |
| 03:40:33 | bobdaduck | to my proposed temporary achievements |
| 03:42:22 | raptor | yes? |
| 03:42:39 | bobdaduck | It makes the ship shapes basically a "super badge" |
| 03:43:16 | bobdaduck | And we could use it to really promote gameplay, if we tied it to most wins or most games played or whatever |
| 03:43:21 | bobdaduck | (authenticated, of course) |
| 03:45:46 | | kaen Quit (Ping timeout: 245 seconds) |
| 03:45:50 | bobdaduck | It would incentivize people to play, a lot |
| 03:47:04 | raptor | hmmm |
| 04:01:26 | bobdaduck | Its either that or tie it to loadouts |
| 04:01:33 | bobdaduck | And I feel like loadouts devalue the triangle |
| 04:26:13 | bobdaduck | So my carnival level just crashed |
| 04:26:20 | bobdaduck | I think because I tried to put an ID on a slipzone... |
| 04:26:38 | raptor | crash! |
| 04:26:55 | bobdaduck | nowait |
| 04:26:59 | bobdaduck | it was just on entering the slipzone |
| 04:27:02 | bobdaduck | even withou tID |
| 04:27:09 | raptor | with a ghost ship? |
| 04:27:18 | bobdaduck | With my ship |
| 04:27:24 | bobdaduck | I assume a ghost ship would do it too xD |
| 04:27:27 | raptor | crashed the game? or just the levelgen? |
| 04:28:26 | bobdaduck | the game |
| 04:28:32 | bobdaduck | And the ghost ship doesn't crash it |
| 04:28:38 | bobdaduck | but the ghost ship starts speeding up weirdly on it |
| 04:30:43 | raptor | haha |
| 04:31:09 | raptor | maybe slipzones are broken enough now we can remove them? |
| 04:37:00 | raptor | maybe slipzones should be slow-zones |
| 05:18:10 | bobdaduck | lol |
| 05:18:16 | bobdaduck | but what about the race maps! |
| 05:18:20 | raptor | or crash zones |
| 05:18:26 | raptor | oh yeah, the race maps |
| 05:21:39 | raptor | yay done with homework! |
| 05:21:51 | raptor | that means coding! (if i can stay awake) |
| 05:26:23 | bobdaduck | whoo! |
| 05:26:24 | bobdaduck | xD |
| 05:27:18 | raptor | ok, what project to work on.. |
| 05:27:46 | bobdaduck | Suns |
| 05:28:18 | raptor | ok |
| 05:28:19 | raptor | so |
| 05:28:29 | raptor | did you still want me to look at rotation speedzones? |
| 05:51:41 | bobdaduck | raptor! |
| 05:51:44 | bobdaduck | I crashed it again! |
| 05:52:00 | bobdaduck | I set it to delete and remake a spybug every tick |
| 05:52:06 | bobdaduck | and when I shot it everything crashed. |
| 05:54:02 | bobdaduck | I think something about spawning a spybug on a bullet. |
| 05:54:24 | raptor | what was the first crash you found again? |
| 05:55:28 | bobdaduck | Uh |
| 05:55:36 | bobdaduck | I dunno I just went in a slipzone and everything exploded |
| 05:56:48 | bobdaduck | Interesting... |
| 05:56:48 | raptor | and no levelgen was doing anything on the slipzone? |
| 05:56:53 | bobdaduck | Right. |
| 05:56:58 | bobdaduck | But its TRYING to do something |
| 05:57:06 | bobdaduck | instead of removing friction |
| 05:57:21 | raptor | do you have gravity attached? |
| 05:57:53 | bobdaduck | gravity exists |
| 05:57:56 | bobdaduck | but not on that zone. |
| 05:58:02 | bobdaduck | come take a look at this... |
| 05:59:05 | raptor | whoa, i got a crash! |
| 05:59:26 | bobdaduck | yeah |
| 05:59:28 | bobdaduck | there it goes |
| 05:59:31 | bobdaduck | seems semi-random |
| 05:59:37 | raptor | start it again |
| 05:59:43 | raptor | client-side crash is bad |
| 06:00:12 | bobdaduck | did you crash? |
| 06:00:20 | raptor | oops, need a debug build.. |
| 06:00:24 | bobdaduck | lol |
| 06:00:28 | bobdaduck | go grab that. |
| 06:01:01 | raptor | 1 min... |
| 06:01:51 | bobdaduck | hosting |
| 06:02:42 | bobdaduck | woah |
| 06:02:52 | raptor | it only happens with another ship |
| 06:02:56 | bobdaduck | Did you get that? |
| 06:02:58 | bobdaduck | See |
| 06:02:59 | bobdaduck | I went in |
| 06:03:04 | raptor | client side problem with sparks? |
| 06:03:06 | bobdaduck | but it doesn't crash immediately |
| 06:03:12 | bobdaduck | It goes black for a bit |
| 06:03:15 | bobdaduck | and then crashes. |
| 06:03:18 | bobdaduck | And I tried leaving the game |
| 06:03:21 | bobdaduck | and rehosting |
| 06:03:23 | bobdaduck | and crashed |
| 06:03:34 | raptor | yeah - it's a memory corruption |
| 06:03:36 | bobdaduck | hosting |
| 06:03:42 | raptor | these are evil evil and hard to solve |
| 06:04:07 | bobdaduck | xD |
| 06:04:26 | bobdaduck | And it appears to only happen when I hit the zone from a certain angle |
| 06:04:41 | bobdaduck | ..or maybe if I hit the zone twice? |
| 06:04:48 | raptor | nope, none of the above |
| 06:04:52 | raptor | it's a memory corruption |
| 06:05:07 | bobdaduck | Its happening semi-randomly |
| 06:05:30 | raptor | which means you will not find a pattern of what to do in game - it is usually triggered by something then cascades semi-randomly |
| 06:05:58 | bobdaduck | Did you get a debug trace thingy? |
| 06:06:12 | raptor | got it, wrote it down |
| 06:06:14 | raptor | thanks! |
| 06:06:17 | raptor | back to speedzones... |
| 06:06:26 | bobdaduck | good |
| 06:06:31 | bobdaduck | get on those high priority things |
| 06:06:38 | bobdaduck | Like making example scripts for me |
| 06:07:08 | bobdaduck | So we know two things |
| 06:07:15 | bobdaduck | The neutral ships don't crash it |
| 06:07:15 | raptor | haha |
| 06:07:18 | raptor | nope |
| 06:07:26 | bobdaduck | and the slipzones are not behaving properly. |
| 06:07:35 | bobdaduck | They're pushing ships rather than reducing friction |
| 06:07:59 | raptor | try a slipzone in a level without levelgen |
| 06:08:52 | bobdaduck | it crashed on a level with a smaller levelgen |
| 06:09:37 | bobdaduck | Okay |
| 06:09:43 | bobdaduck | slipzones are still behaving backwards |
| 06:09:45 | bobdaduck | but it isn't crashing |
| 06:09:58 | raptor | weird |
| 06:10:47 | bobdaduck | That translates to: You guys changed something from 018 to 018a |
| 06:12:09 | bobdaduck | oh |
| 06:12:12 | raptor | yep |
| 06:12:14 | bobdaduck | and spawning in the slipzone |
| 06:12:22 | bobdaduck | I go the opposite direction of wherever I try to go |
| 06:12:28 | raptor | hahaha |
| 06:13:01 | bobdaduck | Just had Quartz test it |
| 06:13:06 | bobdaduck | He has no problems. |
| 06:13:11 | raptor | ha |
| 06:13:15 | bobdaduck | I'm running your projector fix patch. |
| 06:13:25 | raptor | i wonder what i added to that patch... |
| 06:14:57 | bobdaduck | I'm hosting |
| 06:15:00 | bobdaduck | and Quartz crashed |
| 06:15:05 | bobdaduck | on a non levelgen slipzone |
| 06:15:14 | raptor | what did you do!? |
| 06:15:19 | raptor | maybe your exe is bad now |
| 06:15:21 | raptor | somehow |
| 06:15:24 | bobdaduck | He was on a different team |
| 06:15:27 | bobdaduck | and entered the slipzone |
| 06:15:40 | bobdaduck | If he was on team 1 nothing happened |
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| 06:16:30 | bobdaduck | So... That's a strong lead maybe? |
| 06:16:55 | bobdaduck | No nevermind |
| 06:17:04 | bobdaduck | Entering the speedzone twice will still crash me |
| 06:17:12 | bobdaduck | SCRATCH EVERYTHING |
| 06:17:19 | bobdaduck | I have reached a conclusion. |
| 06:17:42 | bobdaduck | My conclusion is this: |
| 06:17:51 | bobdaduck | Its a memory corruption, and there won't be a pattern. |
| 06:17:58 | bobdaduck | I'm such a good detective |
| 06:18:15 | raptor | i told you.. |
| 06:18:17 | bobdaduck | xD |
| 06:18:24 | raptor | so... stay away from slipzones :) |
| 06:19:12 | bobdaduck | I just have it walled off in the carnival so |
| 06:28:22 | raptor | ok, scratch harmonic stuff... |
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| 06:39:50 | bobdaduck | hm? |
| 06:43:09 | raptor | ok, got the sliding math working... |
| 06:49:44 | bobdaduck | yay? |
| 06:50:17 | raptor | yes |
| 06:50:26 | raptor | I'm turning it into reusable code for any object... |
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| 06:56:23 | bobdaduck | that's nice |
| 06:59:46 | bobdaduck | I gotta go to bed. |
| 06:59:47 | bobdaduck | xD |
| 06:59:52 | raptor | wait! |
| 06:59:55 | raptor | almsot done.. |
| 07:00:25 | raptor | wait |
| 07:00:32 | raptor | do yo uknow how to use setGeom() ? |
| 07:01:22 | bobdaduck | not really. |
| 07:01:27 | bobdaduck | It sets two points |
| 07:01:38 | bobdaduck | (or more, I guess, if its a zone?) |
| 07:02:04 | raptor | ok, join my server |
| 07:02:07 | raptor | 69 |
| 07:02:10 | raptor | .169 |
| 07:02:57 | bobdaduck | I don't see it |
| 07:03:16 | raptor | oh! it's 019, doh! |
| 07:03:23 | raptor | want me to just get you the code? |
| 07:03:24 | bobdaduck | lol |
| 07:03:30 | bobdaduck | well |
| 07:03:35 | bobdaduck | I might be able to open 019 |
| 07:03:40 | raptor | eh |
| 07:03:47 | raptor | it's all weird, don't mess with it... |
| 07:04:03 | bobdaduck | huh? |
| 07:04:22 | raptor | 019 may or may not work with network at any given time... |
| 07:04:35 | bobdaduck | lol |
| 07:05:04 | bobdaduck | opening anyway. |
| 07:05:15 | bobdaduck | I see your serv |
| 07:05:25 | bobdaduck | Can't seem to join. |
| 07:05:29 | bobdaduck | Okay I see your point. |
| 07:05:37 | bobdaduck | xD |
| 07:05:40 | raptor | haha |
| 07:05:51 | raptor | ok, i'll get you the code tomorrow |
| 07:05:54 | bobdaduck | okey |
| 07:06:02 | bobdaduck | cool |
| 07:06:05 | bobdaduck | night |
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| 07:06:19 | raptor | night! |
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| 15:32:41 | bobdaduck | morning, gentlewat |
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| 16:26:39 | bobdaduck | kaen teach me how arrays work in lua? |
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| 16:27:48 | raptor | bobdaduck: read: http://lua-users.org/wiki/TablesTutorial |
| 16:27:51 | raptor | ok off to class |
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| 16:27:59 | bobdaduck | roflwhat |
| 16:28:42 | bobdaduck | He just pops in randomly |
| 16:28:49 | bobdaduck | somehow knows what I just said |
| 16:28:56 | bobdaduck | and leaves within 6 seconds |
| 16:28:58 | bobdaduck | xD |
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| 18:17:52 | raptor | good day! |
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| 18:43:44 | raptor | Watusimoto_: is that you? |
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| 19:32:52 | bobdaduck | okay raptor |
| 19:32:56 | bobdaduck | I did my homework |
| 19:33:02 | raptor | oh good |
| 19:33:11 | bobdaduck | And am still mostly lost. |
| 19:33:26 | bobdaduck | My project is to make a health pack for every player, and to have the health pack follow them around. |
| 19:33:50 | bobdaduck | We have the existing registeredPlayers{} structure |
| 19:33:57 | bobdaduck | But I'm not sure how to pull from that |
| 19:36:22 | bobdaduck | So far what I have is pretty much just for i, v in pairs(registeredPlayers) |
| 19:44:04 | | kaen has joined |
| 19:44:07 | raptor | hi bobdaduck |
| 19:44:14 | raptor | sorry, small meeting |
| 19:44:15 | raptor | ok |
| 19:44:55 | raptor | so you understand the basic concepts of tables/arrays ? |
| 19:45:08 | bobdaduck | Maybe |
| 19:45:11 | bobdaduck | Quiz me xD |
| 19:45:36 | raptor | what does a table as an array look like? |
| 19:45:52 | bobdaduck | A grid |
| 19:46:12 | bobdaduck | Or like a bunch of boxes |
| 19:46:12 | raptor | what is the first index of an array in Lua? |
| 19:46:34 | bobdaduck | There's something funky about the number zero |
| 19:46:44 | bobdaduck | I think zero is the first index? |
| 19:46:49 | raptor | yeah - every other language uses zero |
| 19:46:56 | raptor | in Lua it's 1 |
| 19:47:03 | bobdaduck | Ah okay. |
| 19:47:36 | raptor | with a table as an array named 'users' how would i get the 5th user and put it into a variable? |
| 19:47:38 | bobdaduck | In lua zero would be nothing then |
| 19:47:43 | raptor | correct |
| 19:47:59 | bobdaduck | users[5]; |
| 19:48:04 | raptor | good |
| 19:48:12 | raptor | ok |
| 19:48:16 | raptor | now to your problem |
| 19:48:29 | raptor | you create an array registeredPlayers = {} |
| 19:48:34 | raptor | what do you want to do? |
| 19:48:37 | bobdaduck | Right |
| 19:48:43 | bobdaduck | And the system is in place to register players into that as they spawn |
| 19:48:53 | raptor | ok |
| 19:49:10 | bobdaduck | So I want to make a healthpack for each player |
| 19:49:14 | bobdaduck | and make it follow them around |
| 19:50:35 | raptor | ok - this is advanced |
| 19:50:40 | bobdaduck | Yeah I noticed. |
| 19:50:42 | raptor | multidimensional arrays |
| 19:50:47 | bobdaduck | Well my idea is |
| 19:51:17 | bobdaduck | have an ontick call of spawnHealthPacks() |
| 19:51:28 | bobdaduck | have it run a for loop through each registered player |
| 19:51:43 | bobdaduck | and make a health pack for them |
| 19:51:59 | bobdaduck | And at the end call moveHealthPack(player, packVar) |
| 19:52:03 | raptor | ok, good so far |
| 19:52:10 | bobdaduck | and in moveHealthPack() it calls itself at the end. |
| 19:52:48 | bobdaduck | But I need to make it so it doesn't generate a healthpack if the player already has one |
| 19:53:02 | bobdaduck | And I need to make it so if a player dies it reassosiates the health pack |
| 19:53:06 | raptor | yes, so that means you need a way to tie a healthpack to a player |
| 19:53:36 | bobdaduck | ...And that's where multidimensional arrays come in, isn't it. |
| 19:53:46 | raptor | actually we may be able to get away without it |
| 19:53:54 | raptor | but we need to use a dictionary |
| 19:54:08 | bobdaduck | I remember reading about thems |
| 19:54:09 | raptor | know what the difference between a dictionary and an array is? |
| 19:54:25 | raptor | both are tables (i.e. collections of key/value pairs) |
| 19:54:49 | bobdaduck | I remember reading it |
| 19:54:55 | bobdaduck | dictionaries store like everything |
| 19:54:57 | bobdaduck | array is numbers |
| 19:55:03 | raptor | but in arrays, the index is always numbered and kept continuous (1, 2, 3, etc.) |
| 19:55:06 | bobdaduck | and arrays are dictionaries but dictionaries aren't arrays |
| 19:55:11 | raptor | in dictionaries, the keys can be anything |
| 19:55:16 | bobdaduck | square rectangle |
| 19:55:25 | raptor | so |
| 19:55:43 | raptor | you'd want to have another table like playerHealthPackRegistration = {} |
| 19:55:54 | raptor | and the keys would be something about the player that is unique |
| 19:56:01 | raptor | and the values would be the healthpack object |
| 19:56:12 | bobdaduck | And that is where I lost |
| 19:56:22 | raptor | so for instance, i spawn |
| 19:56:29 | raptor | i get in the registeredPlayers table |
| 19:56:59 | raptor | onTick runs, see that I'm there, then puts me with a healthpack object into the playerHealthPack table |
| 19:57:19 | bobdaduck | In other news: Wat made me an admin on the forums, but it didn't fix the problem of not having full mod priveledges in certain forums |
| 19:57:27 | raptor | like this maybe: playerHealthPack["raptor"] = healthPackObject |
| 19:57:37 | raptor | so "raptor" is now the key |
| 19:57:52 | bobdaduck | What do keys do |
| 19:57:57 | raptor | and to get the healthpack object out, you'd do: local obj = playerHealthPack["raptor"] |
| 19:58:00 | bobdaduck | They're assosiated with values |
| 19:58:03 | raptor | yes |
| 19:58:18 | raptor | think of them as the same as array keys (indexes) but aren't ordered |
| 19:58:51 | bobdaduck | This is helping but I still don't quite get it |
| 19:59:10 | bobdaduck | What I need is to have a framework that I can trace xD |
| 19:59:16 | raptor | ok come here: http://www.twiddla.com/1128397 |
| 20:04:40 | raptor | does that make sense |
| 20:04:41 | raptor | ? |
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| 20:12:18 | bobdaduck | My programming teacher in high school taught like this: Made all the programs himself, printed out the code, and then had us copy the code by typing it from the page. He'd occasionally sneak errors into the program to keep us vigilant |
| 20:12:28 | | kaen has joined |
| 20:16:53 | raptor | ha |
| 20:17:17 | raptor | ok real quick can you pastie me the registered players code? I can't find it... |
| 20:19:19 | bobdaduck | http://pastie.org/7083880 |
| 20:20:08 | bobdaduck | Okay raptor I found the problem with my forum permissions... |
| 20:20:56 | bobdaduck | where's sams upload utility? |
| 20:21:02 | raptor | http://sam6.25u.com/upload3.php |
| 20:21:24 | bobdaduck | http://sam6.25u.com/upload/permiss.png |
| 20:21:26 | bobdaduck | There's the problem |
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| 20:21:45 | bobdaduck | Wat |
| 20:21:50 | raptor | ha! |
| 20:21:52 | raptor | you found it! |
| 20:21:53 | bobdaduck | ikr |
| 20:22:04 | raptor | man the permissions of phpbb are gnarly |
| 20:22:05 | bobdaduck | Watusimoto: I found the problem with my forum permissions. http://sam6.25u.com/upload/permiss.png |
| 20:22:21 | Watusimoto | hi |
| 20:23:11 | bobdaduck | Also hi. |
| 20:23:19 | Watusimoto | ok, i have no idea how to change that |
| 20:23:26 | Watusimoto | in fact, you should be able to do so! |
| 20:24:24 | bobdaduck | Okay I'll see what I can do. |
| 20:24:43 | Watusimoto | those permissions are insane |
| 20:24:47 | bobdaduck | woahhhh |
| 20:24:49 | bobdaduck | Those permissions |
| 20:24:52 | bobdaduck | THEY'RE INSANE. |
| 20:27:22 | bobdaduck | Okay |
| 20:27:24 | bobdaduck | everything is fixed. |
| 20:29:17 | | kaen Quit (Ping timeout: 256 seconds) |
| 20:33:33 | bobdaduck | Hm... Lamp can't forward private messages. |
| 20:34:58 | raptor | did you find out why? |
| 20:35:08 | raptor | maybe some rogue admin played a trick on him.. |
| 20:35:16 | bobdaduck | lol |
| 20:35:31 | bobdaduck | Well no it looks like that's a standard user permission |
| 20:35:42 | raptor | oh, haha, he probably set it himself? |
| 20:36:27 | bobdaduck | I dunno |
| 20:36:59 | bobdaduck | I wouldn't think he can xD |
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| 20:42:56 | raptor | oh my goodness it works |
| 20:43:01 | raptor | ok bobdaduck, ready? |
| 20:43:09 | bobdaduck | lol |
| 20:43:12 | bobdaduck | sure |
| 20:43:13 | raptor | http://pastie.org/7084013 |
| 20:43:15 | raptor | working |
| 20:44:34 | bobdaduck | what does deltaTime do? |
| 20:44:46 | raptor | deltaTime is just the time in milliseconds since last tick |
| 20:44:53 | | Darrel Quit (Quit: Closed IRC client) |
| 20:45:01 | bobdaduck | So.... what's it for? |
| 20:45:09 | bobdaduck | Why do you always include it? |
| 20:45:13 | raptor | so it's useful to determine how fast to move things |
| 20:45:59 | raptor | if you want something to move 5000 points a second, then you know that for this tick you move only: (deltaTime/1000) * 5000 |
| 20:46:21 | raptor | deltaTiem/1000 is the percentage of the second gone by |
| 20:47:22 | | kaen Quit (Ping timeout: 256 seconds) |
| 20:47:50 | bobdaduck | ohmygoodness it works |
| 20:47:55 | raptor | i know! |
| 20:47:58 | raptor | i was amazed... |
| 20:48:20 | bobdaduck | xD |
| 20:48:27 | bobdaduck | Its putting the health pack slightly below the ship though |
| 20:48:42 | bobdaduck | *investigates* |
| 20:48:49 | raptor | yes |
| 20:49:05 | raptor | because i didn't want to do the math to have it be directly behind the ship all the time |
| 20:49:17 | raptor | so i cheated and put it '50' points below it |
| 20:49:35 | raptor | please read the comments and try and get a grasp for how I did it |
| 20:50:02 | bobdaduck | yeah |
| 20:50:59 | bobdaduck | Carnival.levelgen is now 420 lines long |
| 20:50:59 | bobdaduck | xD |
| 20:51:04 | raptor | haha |
| 20:52:18 | bobdaduck | lol |
| 20:52:24 | bobdaduck | you can't pick it up unless you're moving towards it |
| 20:52:42 | bobdaduck | So you still have to try to get it |
| 20:53:44 | raptor | you should know that moving objects so much creates a lot of additional network traffic |
| 20:53:56 | bobdaduck | yeah I know. |
| 20:53:59 | bobdaduck | Because onTick. |
| 20:54:05 | bobdaduck | Oh yeah: Speedzones? |
| 20:54:23 | raptor | I got oscillating ones to work last night - I can get them to you a bit later |
| 20:55:01 | bobdaduck | cool |
| 20:55:18 | bobdaduck | ...because that's a whole more useful than making a healthpack follow your ship around xD |
| 20:55:24 | raptor | haha |
| 20:55:32 | bobdaduck | The healthpack following the ships |
| 20:55:36 | bobdaduck | is really to help me understand arrays |
| 20:55:52 | raptor | it's a good one |
| 20:55:59 | bobdaduck | And maybe I'll make a bitmatch where everyone has a perma-healthpack on them |
| 20:56:00 | bobdaduck | xD |
| 20:56:02 | raptor | did you see how I tied them together? |
| 20:56:27 | bobdaduck | Tied which? |
| 20:56:34 | raptor | the two arrays |
| 20:56:41 | raptor | one for health packs, one for players |
| 20:56:52 | bobdaduck | Ah |
| 20:56:56 | raptor | I grabbed the player name from the registry, then use it to look up a healthpack in another registry |
| 20:57:07 | bobdaduck | yeah |
| 20:57:11 | bobdaduck | I sort of see it |
| 20:57:32 | raptor | you'll get it |
| 20:57:51 | raptor | when you dare try to duplicate for another crazy project, you'll probably figure it out |
| 20:57:51 | bobdaduck | Yeah |
| 20:57:59 | bobdaduck | Exactly my plan :D |
| 20:58:34 | bobdaduck | rofl |
| 20:59:17 | raptor | using two arrays like that to keep track of objects is often called a 'player inventory' |
| 21:00:01 | bobdaduck | I used one of those words a while ago. |
| 21:00:06 | bobdaduck | I don't even remember what it was. |
| 21:00:17 | bobdaduck | Some programming term |
| 21:00:21 | bobdaduck | I used it in real life. |
| 21:00:29 | bobdaduck | I was pretty proud at the time xD |
| 21:00:33 | raptor | haha |
| 21:01:19 | raptor | ok, no more Lua for me at work |
| 21:01:27 | bobdaduck | lol |
| 21:01:31 | bobdaduck | sorr |
| 21:08:45 | raptor | Watusimoto: with FTGL, I got a font loaded, bitfighter compiled/linked |
| 21:08:52 | raptor | but crash when trying to render |
| 21:09:05 | Watusimoto | I'm trying to get it linked |
| 21:09:08 | raptor | admittedly I made a guess at how to use the rendering code |
| 21:09:17 | raptor | i should look at examples... |
| 21:20:29 | Watusimoto | maybe if I can get it compiled, I can make something that works for you to try |
| 21:36:51 | raptor | oh my |
| 21:36:53 | raptor | http://sam6.25u.com/upload/4screenshot_10.png |
| 21:36:56 | raptor | i got it working |
| 21:37:31 | raptor | I used FTGLPolygonFont |
| 21:37:37 | raptor | maybe I should do a different one.. |
| 21:41:44 | raptor | oh man a using it as a bitmap font lockd up my system and put all the text att he bottom of the screen |
| 21:44:33 | raptor | here is a textured font in-game: http://sam6.25u.com/upload/4screenshot_11.png |
| 22:24:28 | bobdaduck | Now even if you delete circles |
| 22:24:34 | bobdaduck | I will always have Robbie the resource |
| 22:28:21 | bobdaduck | ooh |
| 22:28:25 | bobdaduck | Request for lua: |
| 22:28:39 | bobdaduck | Allow for modifying of objects mass |
| 22:28:46 | bobdaduck | I assume we have mass? |
| 22:28:59 | bobdaduck | Testitems bump things much harder than resources when traveling at the same speeds, so. |
| 22:30:45 | bobdaduck | ...Also allow modifying of all variables in ship.h BUT THAT'S NOT QUITE AS HIGH PRIORITY. |
| 22:36:02 | | bobdaduck Quit (Quit: back in 15) |
| 22:52:35 | | bobdaduck has joined |
| 23:08:23 | | kaen has joined |
| 23:17:06 | bobdaduck | Watusimoto: |
| 23:17:09 | bobdaduck | come see a map? |
| 23:21:09 | | kaen Quit (Ping timeout: 276 seconds) |
| 23:27:56 | | kaen has joined |
| 23:30:16 | raptor | yeah Watusimoto, sometime you should see bobdaduck's level - he's been experimenting with the Lua API again |
| 23:31:09 | raptor | all right, heading home! |
| 23:32:01 | | raptor Quit () |