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IRC Log for 2013-03-26

Timestamps are in GMT/BST.

00:01:02bobdaduckuh raptor
00:01:05bobdaduckwhat does break do?
00:01:07raptorFALSE
00:01:11raptoroh
00:01:15raptorit exits the loop
00:01:17raptorso the loop stops
00:01:23raptorand code continues past
00:01:30bobdaduck...because I think that was crashing the game.
00:01:43raptorbreak could not...
00:01:49raptorbut..
00:01:59raptorthe game or a script?
00:02:01bobdaduckgame
00:02:10raptorhmm
00:02:15bobdaduckNowait, I added them back in and the game continues to not crash
00:02:18bobdaduckphew.
00:02:54bobdaducksomething is crashing it occasionally though
00:02:58raptorok
00:02:59raptorso
00:03:16bobdaduckand its with the healthpack code
00:03:25raptornever ever ever ever do more than one delete from a table in a loop
00:03:28bobdaduckbecause my other energy pack level crashed too
00:03:54bobdaduckuh
00:03:57bobdaduckI'm using your code
00:03:58bobdaduckso... xD
00:04:56raptorthat's why the break is there
00:05:46raptorok, maybe it's a concurrency issue... Watusimoto_? can a Lua table concurrency issue exist with our system?
00:06:19raptorand if so, can it crash the game?
00:08:07raptorbobdaduck: idea
00:08:11bobdaduckyah
00:08:28raptorany where your in a loop with a table and there is a table.remove
00:09:11bobdaduckyes
00:09:25raptorpaste here me one of those table.remove lines
00:10:13bobdaduck for i, v in ipairs(registeredHealthPacks)
00:10:13bobdaduck do
00:10:13bobdaduck if(v == playerInfo) then
00:10:13bobdaduck table.remove(registeredHealthPacks, i)
00:10:13bobdaduck break
00:10:14bobdaduck end
00:10:17bobdaduck end
00:10:32raptorinstead of doing: table.remove(registeredHealthPacks, i)
00:10:38raptortry:
00:10:48raptorregisteredHealthPacks[i] = nil
00:11:01raptorso instead of removing it, we just set it to nil
00:11:57raptoralso my brother says its unfortunate cloaking doesn't work in your carnival level
00:12:09bobdaduckwhat
00:12:09bobdaduckxD
00:13:51bobdaduckthere it goes
00:13:52bobdaduckcrashed
00:14:17raptorhad you added my suggested change?
00:14:35bobdaducknope
00:51:54raptorok i must know... who won that RTS map.. was it yellow or green?
00:52:19Platskies has joined
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00:55:52bobdaduckgreen
00:56:00bobdaduckQuartz spared us at the last moment and went for yellow
00:56:39Platskies Quit (Ping timeout: 240 seconds)
00:59:03bobdaduckcrashed again
00:59:06bobdaduckrunning your code
00:59:09bobdaduckdunno what's causing it
00:59:12bobdaduckIts not when someone leaves
01:04:50raptorthere's gotta be a way to see a stack trace...
01:06:30bobdaduckikr
01:06:36raptori *know* windows 7 can show one somehow
01:06:37bobdaduckI dunno of anything short of compiling it myself
01:06:47bobdaduckooh
01:06:50bobdaduckflash is crashing as well.
01:06:55raptorflash?
01:07:53bobdaduckPandora, etc
01:07:56bobdaduckAdobe flash.
01:08:09raptorweird.. maybe you're having a hardware problem?
01:08:18bobdaduck*maybe*
01:08:26raptorlike the actual physical RAM in your compy is going bad?
01:08:28bobdaduckI'm more inclined to think its a scripting error though.
01:08:37raptoryeah, me too
01:08:41raptorthat is more likely..
01:09:16bobdaduck Quit (Remote host closed the connection)
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01:40:51BFLogBot Commit: b12411291ed9 | Author: buckyballreaction | Message: Make top level info box slightly larger to handle Nexus description string
01:41:07Little_Apple has joined
01:42:12raptorhwody howdy
01:43:02Little_Applehwody? why i aughta...
01:43:19Watusimoto_ Quit (Ping timeout: 248 seconds)
01:44:41raptoris this that same script bobdaduck was helping out with earlier?
01:44:55Little_Appleuh.. kind of
01:46:40raptorok, i can answer your Qs
01:47:01Little_Appleum.. er...
01:47:10Little_Appleill have a bunch in a bit
01:47:23Little_Applegetting a zone shaped...
01:49:33raptorokey doke
01:53:59Little_Appleok i got the zone shaped.
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01:55:37Little_Appleraptor: you're in game?
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02:03:55kaen Quit (Ping timeout: 240 seconds)
02:12:55koda Quit (Quit: koda)
02:13:14raptorok what do you need
02:19:13Little_Appleum..
02:19:15Little_Appleskills
02:19:20raptorheh
02:19:22raptorworking...
02:31:36raptorsorry back in a bit
02:31:48Little_Applek
02:44:05fordcarsraptor: bots shield themselves when player shoots from same team again
02:44:10fordcars:(
02:47:57raptorwhat..
02:49:36fordcarsnevermind
02:49:43fordcarsadded old s_bot :P
02:49:49raptorha!
02:49:56fordcarsphew
02:59:41fordcarscan you give more than one arg in /addbot?
03:01:56fordcarsoh yes you can
03:02:15raptoryes you can :)
03:03:26fordcarsis it just /addbot s_bot 0 [arg1] [arg2]------ how do you write them^
03:03:33raptori think so
03:03:40raptorspaces are the delimiter
03:03:58fordcarshow does it know wich args are which then?
03:04:53raptorLittle_Apple: almost done with the registration...
03:04:58raptorhave to fix a few crashes :)
03:05:04Little_Apple:D
03:09:43raptorit works! muahahaha
03:10:40raptorok
03:10:46raptorplayer registration and remove works
03:10:54raptorLittle_Apple: how did you want it to work?
03:11:18Little_Appleeverytime a player dies it checks to see if all the players in the zone are in the same team
03:11:32raptorok right
03:11:49raptorand then do what?
03:13:15Little_Appleuh..
03:13:26Little_Appleif they aren't, then do nothing..
03:13:37Little_Appleit they are then display a chat message i guess
03:13:40raptorif one hit's zero, then display a message?
03:13:41raptorok
03:16:45Little_Apple:D
03:20:42raptorok
03:20:45raptorready for it?
03:22:28raptorLittle_Apple: your registration and win/loss check: http://pastie.org/7119757
03:22:54Little_Applewooaahhh
03:23:06Little_Applei need to figure out what it actually does :D
03:23:57raptoryeah - i tried to use lots of helper functions so they could be reused elsewhere
03:24:12raptorWAIT
03:24:15raptorfound a bug!
03:24:18Little_Apple:P
03:24:31Little_Appleevery program has one function main correct?
03:24:33kaen has joined
03:25:19raptorjust one, yes
03:25:46raptorok, bug fixed: http://pastie.org/7119780
03:25:46Little_Appleok thought so :P
03:26:03Little_Applethanks :D
03:27:04Little_Appleso i should be able to toss this into my script and have it work?
03:27:05raptoryou'll have to merge in stuff..
03:27:16fordcarshey raptor, how do you write, for example, 2 diffrent args in `addbot?
03:27:29raptoryes, it should work, but you'll have to merge any of the event functions and main()
03:27:35raptorbecause there can be only one of each
03:27:47Little_Appledid you use 4 for the zone id?
03:27:59raptorfordcars: /addbot s_bot 0 arg1 arg2
03:28:09raptoryes
03:28:14raptoryou'll have to change that..
03:28:38fordcarsreally? ok, so args are in order like that...
03:29:07raptoryes
03:29:20raptorbut i'm entirely sure of your question
03:29:24raptor*not*
03:29:28raptornot entirely sure..
03:29:49fordcarssorry, I understood myself :P But yeah it works thanks
03:29:56raptorhah ok :)
03:30:58Little_Apple oh, one thing i shouldve mentioned earlier...
03:31:01Little_Applestupid me.
03:31:58Little_Applethe 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
03:31:58raptor?
03:32:24raptorwhat would go nuts?
03:32:28Little_Appleplayers don't spawn in the zone, they're teleported
03:32:53Little_Appleif the script started immediately then it wouldnt know what to do...
03:32:55raptoryes
03:33:02raptorit works fine for me...
03:33:24kaen Quit (Ping timeout: 272 seconds)
03:33:27Little_Applehmm.. ill try merging scripts then..
03:33:43raptorit registers the players in those teamCountBlue/Red tables when they enter the zone
03:34:54Little_Applemaking a backup of my old script in case things go horribly wrong..
03:35:25raptorsmart!
03:36:06Little_Appleim guessing i dont 'need' the timer in the main..
03:36:24raptorbrb
03:42:04raptorno
03:42:18fordcars Quit (Ping timeout: 245 seconds)
03:44:08Little_Appleits doing weeeeird things...
03:44:39Little_Appleok im done for tonight. i shall save my gripes for tomorrow :)
03:44:50Little_Applekaaaapoof
03:44:51Little_Apple Quit (Quit: Page closed)
03:44:58raptornight!
03:45:11fordcars has joined
03:48:09fordcarsbrb
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04:13:48fordcarswhat does this do :getShip()
04:14:01raptorthe playerinfo object has that
04:14:11raptorit grabs the ship object (if spawned) from a player
04:14:36fordcarsok
04:14:40fordcarsthanks
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04:32:18raptorhuh
04:32:42raptordo I really want to make bots completely ignore ships on the other side of forcefields?
04:38:31bobdaducklol
04:38:44bobdaduckAre there any cons to that?
04:39:08raptorwell... not sure...
04:41:56raptorand hello
04:42:54raptorhah
04:43:08raptori found a wierd crash - don't die with commander's map open
04:43:51raptoractually, that's only in 019... nevermind
04:46:24raptori'm glad 018 isn't as crashy...
04:48:34BFLogBot Commit: 8b03e12c07f9 | Author: buckyballreaction | Message: Bots now don't consider shooting at you if you're behind a forcefield
04:52:10raptoroh bobdaduck
04:52:12raptoryou around?
04:52:35raptorhere is a guide to see past crash reports in windows 7: http://www.sevenforums.com/tutorials/4566-problem-reports-solutions-view-history-details.html
05:18:18bobdaducksorry mostly afk
05:42:20bobdaduckOkay
05:42:51bobdaduckSo... This? http://pastie.org/7120542
05:46:37raptoraaaaaaaaaaaaaa?
05:46:50raptoryes!
05:46:52raptoris there more?
06:05:27raptorbobdaduck: still up?
06:14:51bobdaducktechnically
06:14:54bobdaduckNo there's not more
06:14:57raptorhttp://pastie.org/7119780
06:15:10raptorI fixed the table remove possible crash bug
06:15:34raptorat the top of that pastie is a function: searchAndRemoveFromTable()
06:15:49raptorthat should be used to properly remove something from a global table
06:15:57raptorwithout any possible crash
06:16:53raptorand can be reused a lot to save code in your scripts
06:16:55raptorbut
06:16:57raptori'm going to bed now
06:17:11raptorgood night! (if you're still reading..)
06:17:50bobdaducknight
06:27:21raptor Quit ()
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07:13:04BFLogBot Commit: cec302702bc7 | Author: watusimoto | Message: Enable intramenu transition animations for quickchat menus, fix some display issues
07:13:05BFLogBot Commit: 018f41b22100 | Author: watusimoto | Message: Merge
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18:00:29watusimotobeware when measuring string width with ttf fonts...
18:00:30watusimoto int aaa = getStringWidth(20, "LLLLL ");
18:00:30watusimoto int bbb = getStringWidth(20, " LLLLL");
18:00:30watusimoto int ccc = getStringWidth(20, "LL LLL");
18:00:36watusimotoshould all produce the same result
18:00:38watusimotoI think
18:01:28watusimotohowever, they produce 73, 82, and 82 respectively
18:14:38raptor has joined
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18:14:49raptorhello
18:27:00watusimotohellpo
18:27:03watusimotogoodbye
18:27:37raptorbye
18:31:23watusimoto Quit (Ping timeout: 240 seconds)
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19:00:28bobdaduckGoodmorning, gentleraptor
19:03:11raptorhello
19:05:13bobdaduckOn your fix for my crash
19:05:28bobdaduckDid you just make a new function and call it instead of table.remove()?
19:05:43raptoryes
19:05:53raptorbut you put in the object to search for instead of the index
19:07:10bobdaduckSo to adapt that to carnival
19:07:28bobdaduckI just swap out table.remove() for a call to that function, and then put the function in?
19:08:12raptoryou remove the entire for loop that searches for the playerInfo
19:08:20raptorand just do that function(table, playerInfo)
19:09:37kaen has joined
19:10:52bobdaduckGoodmorning, gentlekaen
19:12:13bobdaducksearchAndRemoveFromTable(registeredHealthPacks, playerInfo)
19:12:19bobdaduckyah?
19:12:47SolumnMus has joined
19:13:06raptoryes
19:13:08bobdaduckGoodmorning, gentlemushroom.
19:13:36SolumnMusGood morning
19:13:59bobdaduckWhat did you do differentl in the searchAndRemoveFromTable function?
19:15:41bobdaduckLike, why won't that crash it?
19:15:42SolumnMushttp://www.youtube.com/watch?v=yEn0j0sC0a4
19:16:53bobdaduckWhat.
19:18:01SolumnMusThis is why I'm glad I have an IRC client
19:18:31raptorbobdaduck: basically
19:18:39raptoryou never remove from a table you're looping through
19:19:32raptorbecause bad things happen
19:19:41raptorit might not fix your crash, but it is good practice..
19:23:23SolumnMusI'm not very happy that my nickname is SolumnMus
19:23:48SolumnMus/nick SolumnMushroom
19:24:31SolumnMus Quit (Quit: SolumnMus)
19:29:20SolumnMus has joined
19:29:43SolumnMusI'll be right back
19:29:50SolumnMus Quit (Remote host closed the connection)
19:30:32SolumnMushroom has joined
19:30:43SolumnMushroomBack now
19:32:10bobdaduckWhat did the stack trace tell you?
19:43:38SolumnMushroomhttp://www.youtube.com/watch?v=Y_VuOcMyiQE
19:44:15LordDVG has joined
19:45:14bobdaduckGoodmorning, gentlelordDVG
19:46:17Little_Apple has joined
19:46:22Little_Applehello
19:47:32bobdaduckGoodmorning, gentleapple
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20:11:34raptorbobdaduck: the stack trace wasn't a stack trace
20:11:41bobdaduckokay
20:11:51raptorit would look more like this: http://pastie.org/7127532
20:12:04raptorwith recongizable methods, etc.
20:12:18raptoralso Watusimoto, i get an assert on start: http://pastie.org/7127532
20:12:19bobdaduckI'll take a look at it again when I get home
20:12:32raptorok
20:14:19Watusimotohi
20:14:30raptorhello
20:14:42Watusimotobtw, it is unlikely that we have concurrency issues with lua
20:14:48raptoryes
20:15:01raptorbobdaduck keeps getting a weird crash
20:15:10Watusimotodo you have ocra.tff in the proper place, with the proper capitalization?
20:15:10raptorand windows 7 doesn't seem to give a stack trace?
20:15:16bobdaduckIts not on players leaving anymore
20:15:29raptorWatusimoto: yes
20:15:32raptorWatusimoto: no
20:15:37Watusimotomaybe so?
20:15:40raptorforgot the stupid symlink
20:15:51Watusimotoit should be in the repo, though
20:16:00raptorthere we go
20:16:04raptorgood as new
20:16:07Watusimoto:-)
20:16:09raptorfalse alarm
20:16:11Watusimotoglad I could help
20:16:15raptorthanks!
20:16:16Watusimotodo a full recompile
20:16:19Watusimotojust to be sure :-)
20:16:20raptorhaha
20:16:29Watusimotothat fixed my problem last night, btw
20:16:36raptoroh really?
20:16:38raptorha!
20:16:47Watusimotoof course!
20:17:02raptori wonder why vc++ gets out of sync like that... i thought it would have mature dependency scanning
20:18:16LordDVG Quit (Remote host closed the connection)
20:19:00raptorWatusimoto: the quick chat [Esc] text is overlappy.. http://sam6.25u.com/upload/5screenshot_12.png
20:19:45Watusimotoyes
20:19:48WatusimotoI know
20:19:56Watusimotoit's better (but not totally fixed) here
20:20:11raptorah ok
20:20:22Watusimotothese stupid screen text things are totally a pain
20:20:33Watusimotodid you see my comment about the length of "LLLLL "
20:20:35Watusimoto?
20:20:43WatusimotoI posted it just before you came online
20:20:44raptorno... looking...
20:21:11raptorwhat!
20:21:16raptorso spaces are stripped?
20:21:19raptoror compressed?
20:22:24raptoralso, here is kaen's work-in-progress level database: http://bitfighter.org/pleiades/
20:24:44Watusimotothey are not stripped
20:26:11Watusimotoif you look at fontstash.c, line 671, there is a loop over each char in the string
20:26:12Watusimotofor (; *s; ++s)
20:26:13Watusimoto...
20:26:29raptoroh yes, my favorite loop syntax
20:26:32Watusimotoin that loop is the following line
20:26:34Watusimotoif (!get_quad(stash, fnt, glyph, isize, &x, &y, &q)) continue;
20:26:43Watusimotothat definitely gets run for the trailing space
20:27:01Watusimotoglyph, at that point is consistent for the space, whether it is leading, middle, or trailing
20:27:04Watusimotohowever
20:27:08Watusimotoq comes back different
20:27:20Watusimotoand the next 4 lines are:
20:27:21Watusimoto if (q.x0 < *minx) *minx = q.x0;
20:27:21Watusimoto if (q.x1 > *maxx) *maxx = q.x1;
20:27:21Watusimoto if (q.y1 < *miny) *miny = q.y1;
20:27:21Watusimoto if (q.y0 > *maxy) *maxy = q.y0;
20:27:33Watusimotoso q is the crucial thing for determining size
20:27:34raptorahh... i was trying to decipher that last week...
20:27:47WatusimotoI hae no idea why if the glpph is the same, q would be different
20:27:54Watusimotobut I probably just don't understand what q is
20:28:09Watusimotohowever... q also differs for the various Ls in the string
20:28:15Watusimotoso it's kind of complex
20:28:39Watusimotoq is one of these:
20:28:40Watusimotostruct sth_quad
20:28:40Watusimoto{
20:28:40Watusimoto float x0,y0,s0,t0;
20:28:40Watusimoto float x1,y1,s1,t1;
20:28:42Watusimoto};
20:28:42raptorshould we open an issue on github?: https://github.com/akrinke/Font-Stash/issues
20:28:50Watusimotomaybe
20:29:04WatusimotoI do have one theory though
20:29:26Watusimotowith ttf fonts there's all kinds of kerning and variable spacing
20:29:35Watusimotoperhaps the font itself is compressing terminal spaces
20:29:43raptorahh
20:29:55Watusimotottf is, i think, like a little program
20:29:59Watusimotothat runs to create the font
20:30:46Watusimotothough if my theory were correct, our textures would fill up pretty quickly from all these different variations of the same glyph
20:31:27bobdaduckMight we implement some sort of /update command in a level, to automatically download the latest version from the database?
20:31:58Watusimoto"TrueType systems include a virtual machine that executes programs inside the font, processing the "hints" of the glyphs. "
20:32:07raptoroh fun
20:32:15Watusimotonot our problem!
20:32:18raptorbobdaduck: eventually - lots of details to work out
20:32:55bobdaduckThat would be the nicest part.
20:32:56bobdaduckxD
20:32:58raptorkaen is still getting the DB set up with proper permissions, etc...
20:33:30raptoronce we have a stable schema (probably pretty close already), then we can think about hooking into the game
20:33:31WatusimotoI should probably retest with a constant width font
20:34:21Watusimotolook at that... the database includes levelgen code!
20:34:33Watusimotoand a vote button!
20:34:36raptoryes.. and look what happens when youdownload a level with it
20:35:02kaen Quit (Ping timeout: 248 seconds)
20:35:12Watusimotoit taps into our standard password system...
20:35:22Watusimotoand successfully prevents me from downloading anything!
20:35:24Watusimotoperfect!
20:35:37Watusimotooh wait... there it is in a zip file
20:35:55raptorwith the levelgen named appropriately to the level 'Script' directive
20:36:26Watusimotothat's great! it can simultaneously ban me and let me dowload. It's kind of a parallel universe type of system
20:37:15Watusimotoit should pull the level designer out and give that as much weight as the uploader when displaying results
20:37:26raptoryes, i told him that
20:37:37Watusimotobut this is very cool. we can totally hook the game ui into this somehow
20:37:40raptorin fact, uploader will probably go away
20:38:06raptoronly people logged in can upload their own maps
20:38:14Watusimotoi think it makes sense to create it as a web service first, then build it out from there
20:38:17raptorbut a handful will be able to upload a map by anyone...
20:38:28raptora web service... hmmm
20:38:29Watusimotowhere's sam when you need him?
20:38:34raptoryeah
20:38:39Watusimotowell, it currently is a web service
20:39:00Watusimotowe need to figure out how to generate images of the levels
20:44:09raptori got bitfighter to write to SVG once using this: http://www.geuz.org/gl2ps/
20:44:36raptorit takes whatever the current OpenGL calls are being run on screen and writes equivalents in SVG
20:49:51Watusimotoand it worked?
20:50:47BFLogBot Commit: 19f915d4f993 | Author: watusimoto | Message: Aesthetics
20:52:13raptoryes
20:52:34raptorI don't remember why I abandoned it
20:52:48raptorI think it was because we needed to render first before creating the SVG
20:53:09raptorand that wouldn't work for a direct level-file to SVG converter..
20:53:14Watusimotoright
20:55:20Watusimoto int xxx = getStringWidth(FontManager::HelpContext, 24,"LLLLL ");
20:55:20Watusimoto int yyy = getStringWidth(FontManager::HelpContext, 24,"LLL LL");
20:55:30Watusimotoreturns 87, 101 with ocra
20:55:40kaen has joined
20:55:45raptorwell that's no good
21:27:20Watusimotohttps://github.com/akrinke/Font-Stash/issues/4
21:29:09raptoroh good
21:35:09raptornow I can snoop on you at github!
21:39:32Watusimotooh god... please don't
21:39:43Watusimotomy name has been contaminated by this stupid work project
21:41:19Lamp89 has joined
21:42:09Lamp89bobdaduck
21:42:14bobdaduckHi
21:42:38Lamp89May i add spawners to my maps?
21:42:44Lamp89Resource spawners
21:42:51bobdaduckYou may, but its a bad idea.
21:43:06Lamp89I don't think so
21:43:08Lamp89:|
21:43:25bobdaduckThat's what amgine said about rotating speed zones.
21:43:27Lamp89In all your maps, you say it's a bad idea
21:43:43Lamp89Well rotating speedzones is a different idea
21:44:06Lamp89But Instead of making messy caves for maps using Unrestricted Engineer...
21:44:13Lamp89Spawners make it so much nicer.
21:44:41Lamp89I made a new 'big' map
21:44:47bobdaduckYes, they do. They also feature a 98% chance to make your map suck.
21:44:59bobdaduckGranted, engineer does that anyway, but still.
21:45:11Lamp89Well anyway
21:45:16Lamp89I'm going to make a video.
21:45:24Lamp89 Quit (Remote host closed the connection)
21:47:09bobdaduckWe should probably not have features that exist on the 2% chance that someone will make a good map with them.
21:51:16Lamp89 has joined
21:51:16Lamp89 Quit (Changing host)
21:51:16Lamp89 has joined
21:51:22Lamp89I made a video
21:51:30Lamp89And now it's processing
21:51:40Lamp89I could edit the levelgen...
21:51:49Lamp89and make it spawn asteroids!\
21:52:02Lamp89And then remake TRON!
21:52:03Lamp89:D
21:52:13Lamp89or i can remake Server Crasher
21:52:31Lamp89 Quit (Remote host closed the connection)
21:54:41bobdaduckWhile 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
21:55:59kaen Quit (Ping timeout: 252 seconds)
21:56:21bobdaduck Quit (Remote host closed the connection)
22:02:32kaen has joined
22:03:30fordcars has joined
22:05:52raptorthere's like... people.. in the channel
22:08:38fordcarsyeah 0.o
22:21:17bobdaduck has joined
22:24:17bobdaduckWhen the irc channel is more popular than the game
22:28:14aeTIos has joined
22:28:30aeTIosheya
22:28:38raptorhello
22:29:02aeTIosMight I be so rude to ask people to join my channel to give feedback on my maps?
22:29:05aeTIoser
22:29:06aeTIosserver
22:29:28aeTIosI'm making a bitmatch map atm
22:31:25aeTIosServer name is omnimaga
22:31:39bobdaduckI would
22:31:40bobdaduckbut I'm at work.
22:31:40bobdaduckWell actually
22:31:42bobdaduckmaybe for just a minute.
22:38:51fordcarsargh
22:39:03aeTIoswhat's up
22:39:21fordcarsstupid Bot problems
22:39:26aeTIosaww
22:42:32bobdaduck Quit (Read error: Connection reset by peer)
22:44:53bobdaduck has joined
22:53:54Little_Apple Quit (Quit: Page closed)
23:01:23fordcarsYES FOUND IT
23:06:31aeTIosnice
23:07:20aeTIosjust registered on the forums
23:11:44bobdaduckcool
23:11:49aeTIosjust registered on the forums :3
23:17:09aeTIoswhy did I say that twice
23:19:19fordcarshehe
23:19:41fordcarswondering the same thing :P
23:20:19fordcarsraptor: does this still work?: function onMsgReceived(message, senderPlayerInfo)
23:20:33bobdaduckin a levelgen?
23:20:38fordcarsbot
23:20:42fordcarsbotty
23:20:55bobdaduckI use that function in my carnival level, and it doesn't have the second argument. Just onMsgRecieved(message)
23:21:19fordcarsyou can have 3 arguments: function onMsgReceived(message, senderPlayerInfo, global)
23:21:29fordcarstrue if msg is global
23:23:18bobdaduckhm
23:24:19fordcars:( wiki says that the player argument is function senderPlayerInfo. Some bots have just player. None of those work :(
23:25:12fordcarsanyway gtge, later :P
23:25:16bobdaduckplayerInfo
23:25:19bobdaduckjust playerInfo
23:25:20bobdaducktry that.
23:25:24fordcarsreally?
23:25:30fordcarswhere did you find thaT?
23:26:11bobdaduckI just made it up
23:26:12bobdaduckMight work
23:26:31bobdaduck...course I don't really understand what problem you're describing, but still!
23:27:04fordcarsheh ok
23:27:11fordcarsI am trying that now
23:28:08fordcars:( doesn't work
23:28:15fordcarsanyway, gtg later
23:28:33aeTIos Quit (Ping timeout: 245 seconds)
23:29:04bobdaduckk
23:29:21SolumnMushroom Quit (Ping timeout: 264 seconds)
23:31:29bobdaduck"g2g later" everyone except him quits
23:31:41bobdaduckdat reverse psychology
23:32:43fordcars Quit (Ping timeout: 245 seconds)
23:34:23bobdaduckcheckmate

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