00:01:02 | bobdaduck | uh raptor |
00:01:05 | bobdaduck | what does break do? |
00:01:07 | raptor | FALSE |
00:01:11 | raptor | oh |
00:01:15 | raptor | it exits the loop |
00:01:17 | raptor | so the loop stops |
00:01:23 | raptor | and code continues past |
00:01:30 | bobdaduck | ...because I think that was crashing the game. |
00:01:43 | raptor | break could not... |
00:01:49 | raptor | but.. |
00:01:59 | raptor | the game or a script? |
00:02:01 | bobdaduck | game |
00:02:10 | raptor | hmm |
00:02:15 | bobdaduck | Nowait, I added them back in and the game continues to not crash |
00:02:18 | bobdaduck | phew. |
00:02:54 | bobdaduck | something is crashing it occasionally though |
00:02:58 | raptor | ok |
00:02:59 | raptor | so |
00:03:16 | bobdaduck | and its with the healthpack code |
00:03:25 | raptor | never ever ever ever do more than one delete from a table in a loop |
00:03:28 | bobdaduck | because my other energy pack level crashed too |
00:03:54 | bobdaduck | uh |
00:03:57 | bobdaduck | I'm using your code |
00:03:58 | bobdaduck | so... xD |
00:04:56 | raptor | that's why the break is there |
00:05:46 | raptor | ok, maybe it's a concurrency issue... Watusimoto_? can a Lua table concurrency issue exist with our system? |
00:06:19 | raptor | and if so, can it crash the game? |
00:08:07 | raptor | bobdaduck: idea |
00:08:11 | bobdaduck | yah |
00:08:28 | raptor | any where your in a loop with a table and there is a table.remove |
00:09:11 | bobdaduck | yes |
00:09:25 | raptor | paste here me one of those table.remove lines |
00:10:13 | bobdaduck | for i, v in ipairs(registeredHealthPacks) |
00:10:13 | bobdaduck | do |
00:10:13 | bobdaduck | if(v == playerInfo) then |
00:10:13 | bobdaduck | table.remove(registeredHealthPacks, i) |
00:10:13 | bobdaduck | break |
00:10:14 | bobdaduck | end |
00:10:17 | bobdaduck | end |
00:10:32 | raptor | instead of doing: table.remove(registeredHealthPacks, i) |
00:10:38 | raptor | try: |
00:10:48 | raptor | registeredHealthPacks[i] = nil |
00:11:01 | raptor | so instead of removing it, we just set it to nil |
00:11:57 | raptor | also my brother says its unfortunate cloaking doesn't work in your carnival level |
00:12:09 | bobdaduck | what |
00:12:09 | bobdaduck | xD |
00:13:51 | bobdaduck | there it goes |
00:13:52 | bobdaduck | crashed |
00:14:17 | raptor | had you added my suggested change? |
00:14:35 | bobdaduck | nope |
00:51:54 | raptor | ok i must know... who won that RTS map.. was it yellow or green? |
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00:55:52 | bobdaduck | green |
00:56:00 | bobdaduck | Quartz spared us at the last moment and went for yellow |
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00:59:03 | bobdaduck | crashed again |
00:59:06 | bobdaduck | running your code |
00:59:09 | bobdaduck | dunno what's causing it |
00:59:12 | bobdaduck | Its not when someone leaves |
01:04:50 | raptor | there's gotta be a way to see a stack trace... |
01:06:30 | bobdaduck | ikr |
01:06:36 | raptor | i *know* windows 7 can show one somehow |
01:06:37 | bobdaduck | I dunno of anything short of compiling it myself |
01:06:47 | bobdaduck | ooh |
01:06:50 | bobdaduck | flash is crashing as well. |
01:06:55 | raptor | flash? |
01:07:53 | bobdaduck | Pandora, etc |
01:07:56 | bobdaduck | Adobe flash. |
01:08:09 | raptor | weird.. maybe you're having a hardware problem? |
01:08:18 | bobdaduck | *maybe* |
01:08:26 | raptor | like the actual physical RAM in your compy is going bad? |
01:08:28 | bobdaduck | I'm more inclined to think its a scripting error though. |
01:08:37 | raptor | yeah, me too |
01:08:41 | raptor | that is more likely.. |
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01:40:51 | | BFLogBot Commit: b12411291ed9 | Author: buckyballreaction | Message: Make top level info box slightly larger to handle Nexus description string |
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01:42:12 | raptor | hwody howdy |
01:43:02 | Little_Apple | hwody? why i aughta... |
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01:44:41 | raptor | is this that same script bobdaduck was helping out with earlier? |
01:44:55 | Little_Apple | uh.. kind of |
01:46:40 | raptor | ok, i can answer your Qs |
01:47:01 | Little_Apple | um.. er... |
01:47:10 | Little_Apple | ill have a bunch in a bit |
01:47:23 | Little_Apple | getting a zone shaped... |
01:49:33 | raptor | okey doke |
01:53:59 | Little_Apple | ok i got the zone shaped. |
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01:55:37 | Little_Apple | raptor: you're in game? |
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02:13:14 | raptor | ok what do you need |
02:19:13 | Little_Apple | um.. |
02:19:15 | Little_Apple | skills |
02:19:20 | raptor | heh |
02:19:22 | raptor | working... |
02:31:36 | raptor | sorry back in a bit |
02:31:48 | Little_Apple | k |
02:44:05 | fordcars | raptor: bots shield themselves when player shoots from same team again |
02:44:10 | fordcars | :( |
02:47:57 | raptor | what.. |
02:49:36 | fordcars | nevermind |
02:49:43 | fordcars | added old s_bot :P |
02:49:49 | raptor | ha! |
02:49:56 | fordcars | phew |
02:59:41 | fordcars | can you give more than one arg in /addbot? |
03:01:56 | fordcars | oh yes you can |
03:02:15 | raptor | yes you can :) |
03:03:26 | fordcars | is it just /addbot s_bot 0 [arg1] [arg2]------ how do you write them^ |
03:03:33 | raptor | i think so |
03:03:40 | raptor | spaces are the delimiter |
03:03:58 | fordcars | how does it know wich args are which then? |
03:04:53 | raptor | Little_Apple: almost done with the registration... |
03:04:58 | raptor | have to fix a few crashes :) |
03:05:04 | Little_Apple | :D |
03:09:43 | raptor | it works! muahahaha |
03:10:40 | raptor | ok |
03:10:46 | raptor | player registration and remove works |
03:10:54 | raptor | Little_Apple: how did you want it to work? |
03:11:18 | Little_Apple | everytime a player dies it checks to see if all the players in the zone are in the same team |
03:11:32 | raptor | ok right |
03:11:49 | raptor | and then do what? |
03:13:15 | Little_Apple | uh.. |
03:13:26 | Little_Apple | if they aren't, then do nothing.. |
03:13:37 | Little_Apple | it they are then display a chat message i guess |
03:13:40 | raptor | if one hit's zero, then display a message? |
03:13:41 | raptor | ok |
03:16:45 | Little_Apple | :D |
03:20:42 | raptor | ok |
03:20:45 | raptor | ready for it? |
03:22:28 | raptor | Little_Apple: your registration and win/loss check: http://pastie.org/7119757 |
03:22:54 | Little_Apple | wooaahhh |
03:23:06 | Little_Apple | i need to figure out what it actually does :D |
03:23:57 | raptor | yeah - i tried to use lots of helper functions so they could be reused elsewhere |
03:24:12 | raptor | WAIT |
03:24:15 | raptor | found a bug! |
03:24:18 | Little_Apple | :P |
03:24:31 | Little_Apple | every program has one function main correct? |
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03:25:19 | raptor | just one, yes |
03:25:46 | raptor | ok, bug fixed: http://pastie.org/7119780 |
03:25:46 | Little_Apple | ok thought so :P |
03:26:03 | Little_Apple | thanks :D |
03:27:04 | Little_Apple | so i should be able to toss this into my script and have it work? |
03:27:05 | raptor | you'll have to merge in stuff.. |
03:27:16 | fordcars | hey raptor, how do you write, for example, 2 diffrent args in `addbot? |
03:27:29 | raptor | yes, it should work, but you'll have to merge any of the event functions and main() |
03:27:35 | raptor | because there can be only one of each |
03:27:47 | Little_Apple | did you use 4 for the zone id? |
03:27:59 | raptor | fordcars: /addbot s_bot 0 arg1 arg2 |
03:28:09 | raptor | yes |
03:28:14 | raptor | you'll have to change that.. |
03:28:38 | fordcars | really? ok, so args are in order like that... |
03:29:07 | raptor | yes |
03:29:20 | raptor | but i'm entirely sure of your question |
03:29:24 | raptor | *not* |
03:29:28 | raptor | not entirely sure.. |
03:29:49 | fordcars | sorry, I understood myself :P But yeah it works thanks |
03:29:56 | raptor | hah ok :) |
03:30:58 | Little_Apple | oh, one thing i shouldve mentioned earlier... |
03:31:01 | Little_Apple | stupid me. |
03:31:58 | Little_Apple | the zone needs to wait at least 4 seconds before it starts to detect players otherwise it would go nuts because no one is in the zone |
03:31:58 | raptor | ? |
03:32:24 | raptor | what would go nuts? |
03:32:28 | Little_Apple | players don't spawn in the zone, they're teleported |
03:32:53 | Little_Apple | if the script started immediately then it wouldnt know what to do... |
03:32:55 | raptor | yes |
03:33:02 | raptor | it works fine for me... |
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03:33:27 | Little_Apple | hmm.. ill try merging scripts then.. |
03:33:43 | raptor | it registers the players in those teamCountBlue/Red tables when they enter the zone |
03:34:54 | Little_Apple | making a backup of my old script in case things go horribly wrong.. |
03:35:25 | raptor | smart! |
03:36:06 | Little_Apple | im guessing i dont 'need' the timer in the main.. |
03:36:24 | raptor | brb |
03:42:04 | raptor | no |
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03:44:08 | Little_Apple | its doing weeeeird things... |
03:44:39 | Little_Apple | ok im done for tonight. i shall save my gripes for tomorrow :) |
03:44:50 | Little_Apple | kaaaapoof |
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03:44:58 | raptor | night! |
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03:48:09 | fordcars | brb |
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04:13:48 | fordcars | what does this do :getShip() |
04:14:01 | raptor | the playerinfo object has that |
04:14:11 | raptor | it grabs the ship object (if spawned) from a player |
04:14:36 | fordcars | ok |
04:14:40 | fordcars | thanks |
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04:32:18 | raptor | huh |
04:32:42 | raptor | do I really want to make bots completely ignore ships on the other side of forcefields? |
04:38:31 | bobdaduck | lol |
04:38:44 | bobdaduck | Are there any cons to that? |
04:39:08 | raptor | well... not sure... |
04:41:56 | raptor | and hello |
04:42:54 | raptor | hah |
04:43:08 | raptor | i found a wierd crash - don't die with commander's map open |
04:43:51 | raptor | actually, that's only in 019... nevermind |
04:46:24 | raptor | i'm glad 018 isn't as crashy... |
04:48:34 | | BFLogBot Commit: 8b03e12c07f9 | Author: buckyballreaction | Message: Bots now don't consider shooting at you if you're behind a forcefield |
04:52:10 | raptor | oh bobdaduck |
04:52:12 | raptor | you around? |
04:52:35 | raptor | here is a guide to see past crash reports in windows 7: http://www.sevenforums.com/tutorials/4566-problem-reports-solutions-view-history-details.html |
05:18:18 | bobdaduck | sorry mostly afk |
05:42:20 | bobdaduck | Okay |
05:42:51 | bobdaduck | So... This? http://pastie.org/7120542 |
05:46:37 | raptor | aaaaaaaaaaaaaa? |
05:46:50 | raptor | yes! |
05:46:52 | raptor | is there more? |
06:05:27 | raptor | bobdaduck: still up? |
06:14:51 | bobdaduck | technically |
06:14:54 | bobdaduck | No there's not more |
06:14:57 | raptor | http://pastie.org/7119780 |
06:15:10 | raptor | I fixed the table remove possible crash bug |
06:15:34 | raptor | at the top of that pastie is a function: searchAndRemoveFromTable() |
06:15:49 | raptor | that should be used to properly remove something from a global table |
06:15:57 | raptor | without any possible crash |
06:16:53 | raptor | and can be reused a lot to save code in your scripts |
06:16:55 | raptor | but |
06:16:57 | raptor | i'm going to bed now |
06:17:11 | raptor | good night! (if you're still reading..) |
06:17:50 | bobdaduck | night |
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07:13:04 | | BFLogBot Commit: cec302702bc7 | Author: watusimoto | Message: Enable intramenu transition animations for quickchat menus, fix some display issues |
07:13:05 | | BFLogBot Commit: 018f41b22100 | Author: watusimoto | Message: Merge |
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18:00:29 | watusimoto | beware when measuring string width with ttf fonts... |
18:00:30 | watusimoto | int aaa = getStringWidth(20, "LLLLL "); |
18:00:30 | watusimoto | int bbb = getStringWidth(20, " LLLLL"); |
18:00:30 | watusimoto | int ccc = getStringWidth(20, "LL LLL"); |
18:00:36 | watusimoto | should all produce the same result |
18:00:38 | watusimoto | I think |
18:01:28 | watusimoto | however, they produce 73, 82, and 82 respectively |
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18:14:49 | raptor | hello |
18:27:00 | watusimoto | hellpo |
18:27:03 | watusimoto | goodbye |
18:27:37 | raptor | bye |
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19:00:28 | bobdaduck | Goodmorning, gentleraptor |
19:03:11 | raptor | hello |
19:05:13 | bobdaduck | On your fix for my crash |
19:05:28 | bobdaduck | Did you just make a new function and call it instead of table.remove()? |
19:05:43 | raptor | yes |
19:05:53 | raptor | but you put in the object to search for instead of the index |
19:07:10 | bobdaduck | So to adapt that to carnival |
19:07:28 | bobdaduck | I just swap out table.remove() for a call to that function, and then put the function in? |
19:08:12 | raptor | you remove the entire for loop that searches for the playerInfo |
19:08:20 | raptor | and just do that function(table, playerInfo) |
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19:10:52 | bobdaduck | Goodmorning, gentlekaen |
19:12:13 | bobdaduck | searchAndRemoveFromTable(registeredHealthPacks, playerInfo) |
19:12:19 | bobdaduck | yah? |
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19:13:06 | raptor | yes |
19:13:08 | bobdaduck | Goodmorning, gentlemushroom. |
19:13:36 | SolumnMus | Good morning |
19:13:59 | bobdaduck | What did you do differentl in the searchAndRemoveFromTable function? |
19:15:41 | bobdaduck | Like, why won't that crash it? |
19:15:42 | SolumnMus | http://www.youtube.com/watch?v=yEn0j0sC0a4 |
19:16:53 | bobdaduck | What. |
19:18:01 | SolumnMus | This is why I'm glad I have an IRC client |
19:18:31 | raptor | bobdaduck: basically |
19:18:39 | raptor | you never remove from a table you're looping through |
19:19:32 | raptor | because bad things happen |
19:19:41 | raptor | it might not fix your crash, but it is good practice.. |
19:23:23 | SolumnMus | I'm not very happy that my nickname is SolumnMus |
19:23:48 | SolumnMus | /nick SolumnMushroom |
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19:29:43 | SolumnMus | I'll be right back |
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19:30:43 | SolumnMushroom | Back now |
19:32:10 | bobdaduck | What did the stack trace tell you? |
19:43:38 | SolumnMushroom | http://www.youtube.com/watch?v=Y_VuOcMyiQE |
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19:45:14 | bobdaduck | Goodmorning, gentlelordDVG |
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19:46:22 | Little_Apple | hello |
19:47:32 | bobdaduck | Goodmorning, gentleapple |
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20:11:34 | raptor | bobdaduck: the stack trace wasn't a stack trace |
20:11:41 | bobdaduck | okay |
20:11:51 | raptor | it would look more like this: http://pastie.org/7127532 |
20:12:04 | raptor | with recongizable methods, etc. |
20:12:18 | raptor | also Watusimoto, i get an assert on start: http://pastie.org/7127532 |
20:12:19 | bobdaduck | I'll take a look at it again when I get home |
20:12:32 | raptor | ok |
20:14:19 | Watusimoto | hi |
20:14:30 | raptor | hello |
20:14:42 | Watusimoto | btw, it is unlikely that we have concurrency issues with lua |
20:14:48 | raptor | yes |
20:15:01 | raptor | bobdaduck keeps getting a weird crash |
20:15:10 | Watusimoto | do you have ocra.tff in the proper place, with the proper capitalization? |
20:15:10 | raptor | and windows 7 doesn't seem to give a stack trace? |
20:15:16 | bobdaduck | Its not on players leaving anymore |
20:15:29 | raptor | Watusimoto: yes |
20:15:32 | raptor | Watusimoto: no |
20:15:37 | Watusimoto | maybe so? |
20:15:40 | raptor | forgot the stupid symlink |
20:15:51 | Watusimoto | it should be in the repo, though |
20:16:00 | raptor | there we go |
20:16:04 | raptor | good as new |
20:16:07 | Watusimoto | :-) |
20:16:09 | raptor | false alarm |
20:16:11 | Watusimoto | glad I could help |
20:16:15 | raptor | thanks! |
20:16:16 | Watusimoto | do a full recompile |
20:16:19 | Watusimoto | just to be sure :-) |
20:16:20 | raptor | haha |
20:16:29 | Watusimoto | that fixed my problem last night, btw |
20:16:36 | raptor | oh really? |
20:16:38 | raptor | ha! |
20:16:47 | Watusimoto | of course! |
20:17:02 | raptor | i wonder why vc++ gets out of sync like that... i thought it would have mature dependency scanning |
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20:19:00 | raptor | Watusimoto: the quick chat [Esc] text is overlappy.. http://sam6.25u.com/upload/5screenshot_12.png |
20:19:45 | Watusimoto | yes |
20:19:48 | Watusimoto | I know |
20:19:56 | Watusimoto | it's better (but not totally fixed) here |
20:20:11 | raptor | ah ok |
20:20:22 | Watusimoto | these stupid screen text things are totally a pain |
20:20:33 | Watusimoto | did you see my comment about the length of "LLLLL " |
20:20:35 | Watusimoto | ? |
20:20:43 | Watusimoto | I posted it just before you came online |
20:20:44 | raptor | no... looking... |
20:21:11 | raptor | what! |
20:21:16 | raptor | so spaces are stripped? |
20:21:19 | raptor | or compressed? |
20:22:24 | raptor | also, here is kaen's work-in-progress level database: http://bitfighter.org/pleiades/ |
20:24:44 | Watusimoto | they are not stripped |
20:26:11 | Watusimoto | if you look at fontstash.c, line 671, there is a loop over each char in the string |
20:26:12 | Watusimoto | for (; *s; ++s) |
20:26:13 | Watusimoto | ... |
20:26:29 | raptor | oh yes, my favorite loop syntax |
20:26:32 | Watusimoto | in that loop is the following line |
20:26:34 | Watusimoto | if (!get_quad(stash, fnt, glyph, isize, &x, &y, &q)) continue; |
20:26:43 | Watusimoto | that definitely gets run for the trailing space |
20:27:01 | Watusimoto | glyph, at that point is consistent for the space, whether it is leading, middle, or trailing |
20:27:04 | Watusimoto | however |
20:27:08 | Watusimoto | q comes back different |
20:27:20 | Watusimoto | and the next 4 lines are: |
20:27:21 | Watusimoto | if (q.x0 < *minx) *minx = q.x0; |
20:27:21 | Watusimoto | if (q.x1 > *maxx) *maxx = q.x1; |
20:27:21 | Watusimoto | if (q.y1 < *miny) *miny = q.y1; |
20:27:21 | Watusimoto | if (q.y0 > *maxy) *maxy = q.y0; |
20:27:33 | Watusimoto | so q is the crucial thing for determining size |
20:27:34 | raptor | ahh... i was trying to decipher that last week... |
20:27:47 | Watusimoto | I hae no idea why if the glpph is the same, q would be different |
20:27:54 | Watusimoto | but I probably just don't understand what q is |
20:28:09 | Watusimoto | however... q also differs for the various Ls in the string |
20:28:15 | Watusimoto | so it's kind of complex |
20:28:39 | Watusimoto | q is one of these: |
20:28:40 | Watusimoto | struct sth_quad |
20:28:40 | Watusimoto | { |
20:28:40 | Watusimoto | float x0,y0,s0,t0; |
20:28:40 | Watusimoto | float x1,y1,s1,t1; |
20:28:42 | Watusimoto | }; |
20:28:42 | raptor | should we open an issue on github?: https://github.com/akrinke/Font-Stash/issues |
20:28:50 | Watusimoto | maybe |
20:29:04 | Watusimoto | I do have one theory though |
20:29:26 | Watusimoto | with ttf fonts there's all kinds of kerning and variable spacing |
20:29:35 | Watusimoto | perhaps the font itself is compressing terminal spaces |
20:29:43 | raptor | ahh |
20:29:55 | Watusimoto | ttf is, i think, like a little program |
20:29:59 | Watusimoto | that runs to create the font |
20:30:46 | Watusimoto | though if my theory were correct, our textures would fill up pretty quickly from all these different variations of the same glyph |
20:31:27 | bobdaduck | Might we implement some sort of /update command in a level, to automatically download the latest version from the database? |
20:31:58 | Watusimoto | "TrueType systems include a virtual machine that executes programs inside the font, processing the "hints" of the glyphs. " |
20:32:07 | raptor | oh fun |
20:32:15 | Watusimoto | not our problem! |
20:32:18 | raptor | bobdaduck: eventually - lots of details to work out |
20:32:55 | bobdaduck | That would be the nicest part. |
20:32:56 | bobdaduck | xD |
20:32:58 | raptor | kaen is still getting the DB set up with proper permissions, etc... |
20:33:30 | raptor | once we have a stable schema (probably pretty close already), then we can think about hooking into the game |
20:33:31 | Watusimoto | I should probably retest with a constant width font |
20:34:21 | Watusimoto | look at that... the database includes levelgen code! |
20:34:33 | Watusimoto | and a vote button! |
20:34:36 | raptor | yes.. and look what happens when youdownload a level with it |
20:35:02 | | kaen Quit (Ping timeout: 248 seconds) |
20:35:12 | Watusimoto | it taps into our standard password system... |
20:35:22 | Watusimoto | and successfully prevents me from downloading anything! |
20:35:24 | Watusimoto | perfect! |
20:35:37 | Watusimoto | oh wait... there it is in a zip file |
20:35:55 | raptor | with the levelgen named appropriately to the level 'Script' directive |
20:36:26 | Watusimoto | that's great! it can simultaneously ban me and let me dowload. It's kind of a parallel universe type of system |
20:37:15 | Watusimoto | it should pull the level designer out and give that as much weight as the uploader when displaying results |
20:37:26 | raptor | yes, i told him that |
20:37:37 | Watusimoto | but this is very cool. we can totally hook the game ui into this somehow |
20:37:40 | raptor | in fact, uploader will probably go away |
20:38:06 | raptor | only people logged in can upload their own maps |
20:38:14 | Watusimoto | i think it makes sense to create it as a web service first, then build it out from there |
20:38:17 | raptor | but a handful will be able to upload a map by anyone... |
20:38:28 | raptor | a web service... hmmm |
20:38:29 | Watusimoto | where's sam when you need him? |
20:38:34 | raptor | yeah |
20:38:39 | Watusimoto | well, it currently is a web service |
20:39:00 | Watusimoto | we need to figure out how to generate images of the levels |
20:44:09 | raptor | i got bitfighter to write to SVG once using this: http://www.geuz.org/gl2ps/ |
20:44:36 | raptor | it takes whatever the current OpenGL calls are being run on screen and writes equivalents in SVG |
20:49:51 | Watusimoto | and it worked? |
20:50:47 | | BFLogBot Commit: 19f915d4f993 | Author: watusimoto | Message: Aesthetics |
20:52:13 | raptor | yes |
20:52:34 | raptor | I don't remember why I abandoned it |
20:52:48 | raptor | I think it was because we needed to render first before creating the SVG |
20:53:09 | raptor | and that wouldn't work for a direct level-file to SVG converter.. |
20:53:14 | Watusimoto | right |
20:55:20 | Watusimoto | int xxx = getStringWidth(FontManager::HelpContext, 24,"LLLLL "); |
20:55:20 | Watusimoto | int yyy = getStringWidth(FontManager::HelpContext, 24,"LLL LL"); |
20:55:30 | Watusimoto | returns 87, 101 with ocra |
20:55:40 | | kaen has joined |
20:55:45 | raptor | well that's no good |
21:27:20 | Watusimoto | https://github.com/akrinke/Font-Stash/issues/4 |
21:29:09 | raptor | oh good |
21:35:09 | raptor | now I can snoop on you at github! |
21:39:32 | Watusimoto | oh god... please don't |
21:39:43 | Watusimoto | my name has been contaminated by this stupid work project |
21:41:19 | | Lamp89 has joined |
21:42:09 | Lamp89 | bobdaduck |
21:42:14 | bobdaduck | Hi |
21:42:38 | Lamp89 | May i add spawners to my maps? |
21:42:44 | Lamp89 | Resource spawners |
21:42:51 | bobdaduck | You may, but its a bad idea. |
21:43:06 | Lamp89 | I don't think so |
21:43:08 | Lamp89 | :| |
21:43:25 | bobdaduck | That's what amgine said about rotating speed zones. |
21:43:27 | Lamp89 | In all your maps, you say it's a bad idea |
21:43:43 | Lamp89 | Well rotating speedzones is a different idea |
21:44:06 | Lamp89 | But Instead of making messy caves for maps using Unrestricted Engineer... |
21:44:13 | Lamp89 | Spawners make it so much nicer. |
21:44:41 | Lamp89 | I made a new 'big' map |
21:44:47 | bobdaduck | Yes, they do. They also feature a 98% chance to make your map suck. |
21:44:59 | bobdaduck | Granted, engineer does that anyway, but still. |
21:45:11 | Lamp89 | Well anyway |
21:45:16 | Lamp89 | I'm going to make a video. |
21:45:24 | | Lamp89 Quit (Remote host closed the connection) |
21:47:09 | bobdaduck | We should probably not have features that exist on the 2% chance that someone will make a good map with them. |
21:51:16 | | Lamp89 has joined |
21:51:16 | | Lamp89 Quit (Changing host) |
21:51:16 | | Lamp89 has joined |
21:51:22 | Lamp89 | I made a video |
21:51:30 | Lamp89 | And now it's processing |
21:51:40 | Lamp89 | I could edit the levelgen... |
21:51:49 | Lamp89 | and make it spawn asteroids!\ |
21:52:02 | Lamp89 | And then remake TRON! |
21:52:03 | Lamp89 | :D |
21:52:13 | Lamp89 | or i can remake Server Crasher |
21:52:31 | | Lamp89 Quit (Remote host closed the connection) |
21:54:41 | bobdaduck | While he's at it, we need more maps where the spawn area is just a giant asteroid with a 1 second asteroid spawn underneath it |
21:55:59 | | kaen Quit (Ping timeout: 252 seconds) |
21:56:21 | | bobdaduck Quit (Remote host closed the connection) |
22:02:32 | | kaen has joined |
22:03:30 | | fordcars has joined |
22:05:52 | raptor | there's like... people.. in the channel |
22:08:38 | fordcars | yeah 0.o |
22:21:17 | | bobdaduck has joined |
22:24:17 | bobdaduck | When the irc channel is more popular than the game |
22:28:14 | | aeTIos has joined |
22:28:30 | aeTIos | heya |
22:28:38 | raptor | hello |
22:29:02 | aeTIos | Might I be so rude to ask people to join my channel to give feedback on my maps? |
22:29:05 | aeTIos | er |
22:29:06 | aeTIos | server |
22:29:28 | aeTIos | I'm making a bitmatch map atm |
22:31:25 | aeTIos | Server name is omnimaga |
22:31:39 | bobdaduck | I would |
22:31:40 | bobdaduck | but I'm at work. |
22:31:40 | bobdaduck | Well actually |
22:31:42 | bobdaduck | maybe for just a minute. |
22:38:51 | fordcars | argh |
22:39:03 | aeTIos | what's up |
22:39:21 | fordcars | stupid Bot problems |
22:39:26 | aeTIos | aww |
22:42:32 | | bobdaduck Quit (Read error: Connection reset by peer) |
22:44:53 | | bobdaduck has joined |
22:53:54 | | Little_Apple Quit (Quit: Page closed) |
23:01:23 | fordcars | YES FOUND IT |
23:06:31 | aeTIos | nice |
23:07:20 | aeTIos | just registered on the forums |
23:11:44 | bobdaduck | cool |
23:11:49 | aeTIos | just registered on the forums :3 |
23:17:09 | aeTIos | why did I say that twice |
23:19:19 | fordcars | hehe |
23:19:41 | fordcars | wondering the same thing :P |
23:20:19 | fordcars | raptor: does this still work?: function onMsgReceived(message, senderPlayerInfo) |
23:20:33 | bobdaduck | in a levelgen? |
23:20:38 | fordcars | bot |
23:20:42 | fordcars | botty |
23:20:55 | bobdaduck | I use that function in my carnival level, and it doesn't have the second argument. Just onMsgRecieved(message) |
23:21:19 | fordcars | you can have 3 arguments: function onMsgReceived(message, senderPlayerInfo, global) |
23:21:29 | fordcars | true if msg is global |
23:23:18 | bobdaduck | hm |
23:24:19 | fordcars | :( wiki says that the player argument is function senderPlayerInfo. Some bots have just player. None of those work :( |
23:25:12 | fordcars | anyway gtge, later :P |
23:25:16 | bobdaduck | playerInfo |
23:25:19 | bobdaduck | just playerInfo |
23:25:20 | bobdaduck | try that. |
23:25:24 | fordcars | really? |
23:25:30 | fordcars | where did you find thaT? |
23:26:11 | bobdaduck | I just made it up |
23:26:12 | bobdaduck | Might work |
23:26:31 | bobdaduck | ...course I don't really understand what problem you're describing, but still! |
23:27:04 | fordcars | heh ok |
23:27:11 | fordcars | I am trying that now |
23:28:08 | fordcars | :( doesn't work |
23:28:15 | fordcars | anyway, gtg later |
23:28:33 | | aeTIos Quit (Ping timeout: 245 seconds) |
23:29:04 | bobdaduck | k |
23:29:21 | | SolumnMushroom Quit (Ping timeout: 264 seconds) |
23:31:29 | bobdaduck | "g2g later" everyone except him quits |
23:31:41 | bobdaduck | dat reverse psychology |
23:32:43 | | fordcars Quit (Ping timeout: 245 seconds) |
23:34:23 | bobdaduck | checkmate |