Timestamps are in GMT/BST.
| 00:08:06 | kaen | 0 point zones are a pretty deep bug it seems like |
| 00:08:35 | kaen | maybe we should just bail in additem if they don't have any |
| 00:20:58 | fordcars | anybody why this: if (oldPlayerLoc:y() < playerLoc:y()) then ------ says : attempt to call missing or unknown method 'y' (a number value) Stack Traceback |
| 00:21:11 | fordcars | *anybody knows |
| 00:38:30 | kaen | fordcars, try using a . instead of : |
| 00:38:42 | kaen | and no () |
| 00:38:51 | kaen | it's a data member, not a function |
| 00:43:05 | fordcars | .y ? |
| 00:43:17 | fordcars | ok, thanks! |
| 00:43:36 | fordcars | the wiki said y() |
| 00:43:40 | | SolumnMushroom has joined |
| 00:44:35 | SolumnMushroom | Anyone have any idea how to set up a wireless network via a command line? |
| 00:44:51 | SolumnMushroom | On openSUSE |
| 00:45:00 | fordcars | get wpa.gui...? |
| 00:45:12 | fordcars | wait, forget what I said |
| 00:46:59 | SolumnMushroom | Or just on openSUSE in general? |
| 00:47:21 | fordcars | I use wpa_gui on debian, works well |
| 00:47:43 | fordcars | but I am very far from being a linux expert |
| 00:48:15 | SolumnMushroom | I guess I'll use ifup... |
| 00:48:38 | SolumnMushroom | Strang name, but whatever |
| 00:48:47 | SolumnMushroom | *Strange |
| 00:50:50 | fordcars | yeah :P |
| 00:51:11 | SolumnMushroom | openSUSE is confusing |
| 00:54:12 | | Watusimoto_ Quit (Ping timeout: 240 seconds) |
| 00:55:13 | SolumnMushroom | DAH!!! |
| 00:55:33 | SolumnMushroom | I thought I figured it out. |
| 00:55:39 | SolumnMushroom | I was wrong |
| 00:55:46 | SolumnMushroom | :'( |
| 00:58:49 | kaen | ifup won't configure your wireless network |
| 00:58:54 | kaen | only make the interface live |
| 00:59:20 | kaen | don't do wifi from the command line. there should be a networking option in the system settings or something |
| 01:01:05 | kaen | in fact if you're using KDE (everything is see-through) then there should be an icon on the system tray in the bottom right |
| 01:01:07 | kaen | SolumnMushroom, ^ |
| 01:01:29 | SolumnMushroom | I'm using GNOME |
| 01:02:26 | kaen | gnome has a network manager applet too :x |
| 01:03:08 | kaen | oh, you need to install nm-applet |
| 01:03:40 | kaen | yast -i nm-applet |
| 01:04:42 | SolumnMushroom | Please load faster GNOME Terminal... |
| 01:06:30 | SolumnMushroom | It's not working |
| 01:08:23 | SolumnMushroom | Fine. I'll use Xterm |
| 01:09:10 | SolumnMushroom | AAARRRRGGGGHHHH!!! |
| 01:09:26 | | SolumnMushroom is frustrated @ openSUSE |
| 01:10:59 | SolumnMushroom | Not root huh? ssh root@127.0.0.1 |
| 01:11:08 | SolumnMushroom | So there |
| 01:13:25 | SolumnMushroom | Who's root now |
| 01:13:47 | | SolumnMushroom is slowly being driven mad |
| 01:17:08 | SolumnMushroom | I need a network connection to get a network connection... |
| 01:17:16 | SolumnMushroom | I hate my life |
| 01:17:22 | SolumnMushroom | v2.1 |
| 01:29:20 | fordcars | sudo su ? |
| 01:33:18 | SolumnMushroom | No, that's too easy |
| 01:33:22 | SolumnMushroom | ;) |
| 01:40:18 | SolumnMushroom | Once you have installed openSUSE, is it possible to change your desktop setting? |
| 01:40:28 | SolumnMushroom | Like from GNOME to KDE? |
| 01:40:49 | SolumnMushroom | I'm guessing no |
| 01:42:56 | SolumnMushroom | What is ZaST? |
| 02:05:40 | | bobdaduck has joined |
| 02:06:00 | bobdaduck | guys check this server out |
| 02:16:59 | fordcars | what |
| 02:21:51 | bobdaduck | on bitfighter |
| 02:52:36 | | fordcars Quit (Ping timeout: 245 seconds) |
| 02:58:30 | | SolumnMushroom Quit (Quit: Leaving) |
| 03:18:43 | | bobdaduck Quit (Remote host closed the connection) |
| 03:27:11 | | kaen Quit (Read error: Connection reset by peer) |
| 03:32:18 | | raptor has joined |
| 03:32:19 | | ChanServ sets mode +o raptor |
| 03:32:37 | raptor | I OWN THE CHANNEL MUAHAHA |
| 03:41:31 | | bobdaduck has joined |
| 04:04:22 | | fordcars has joined |
| 04:33:37 | fordcars | later |
| 04:34:38 | | kaen has joined |
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| 04:42:00 | bobdaduck | Database error accessing sqlite databse: columns stats_player_id, weapon are not unique |
| 04:42:09 | raptor | heh |
| 04:42:21 | raptor | it means you have stats logging to a local database |
| 04:42:27 | raptor | you can turn it off in the INI |
| 05:00:06 | | bobdaduck Quit (Ping timeout: 256 seconds) |
| 05:25:51 | | bobdaduck has joined |
| 05:26:52 | bobdaduck | Raptor: plugin still crashes me. |
| 05:26:58 | raptor | even mine? |
| 05:27:03 | bobdaduck | yeah |
| 05:27:19 | raptor | did you add the line in the INI like the other plugin? |
| 05:28:02 | raptor | (sorry if I forgot to mention that..) |
| 05:28:48 | raptor | double checking to make sure it runs in 018... |
| 05:29:29 | bobdaduck | yeah |
| 05:30:53 | raptor | so i just made a file: unsupported_items.lua |
| 05:31:03 | bobdaduck | Otherwise I wouldn't be able to open it at all |
| 05:31:05 | raptor | and put this in there (after removing the first line): http://pastie.org/pastes/7320880/text |
| 05:31:32 | raptor | and then added this to [EditorPlugins] section in the INI: |
| 05:31:34 | raptor | Plugin2=Ctrl+'|unsupported_items.lua|Stay Away! |
| 05:31:47 | raptor | and it's working for me |
| 05:31:50 | raptor | in 018a |
| 05:31:56 | bobdaduck | uhhh |
| 05:32:02 | bobdaduck | for all of them? |
| 05:32:18 | raptor | my script only has EnergyItem and SlipZone |
| 05:32:30 | raptor | it was quick to get something working to you |
| 05:33:24 | bobdaduck | Testing it now |
| 05:34:14 | bobdaduck | huh |
| 05:34:15 | bobdaduck | it works |
| 05:34:23 | bobdaduck | but not on my thumbdrive version... |
| 05:34:26 | bobdaduck | *tests further* |
| 05:35:04 | raptor | oh, I forgot to write in the script: you'll want to add any other items in two places: |
| 05:35:40 | raptor | to the array in getArgsMenu() - see the { "EnergyItem", "SlipZone" } |
| 05:35:43 | bobdaduck | Weird... |
| 05:35:54 | bobdaduck | Its working now |
| 05:36:00 | raptor | and the control statement starting with: if itemType == "EnergyItem" then |
| 05:36:08 | raptor | oh good |
| 05:38:49 | bobdaduck | Continues to work after adding other things |
| 05:38:54 | bobdaduck | No idea what was up |
| 05:39:15 | bobdaduck | join server real quick? |
| 05:39:18 | raptor | sure! |
| 05:43:00 | bobdaduck | ahahaha |
| 05:43:18 | raptor | can you add flags? |
| 05:46:32 | bobdaduck | yeah |
| 05:46:34 | bobdaduck | join |
| 05:46:37 | raptor | k |
| 05:46:39 | bobdaduck | I'm unloading the dishwasher but |
| 05:49:42 | bobdaduck | at some point can you write me a sample script for how class IDs work? |
| 05:51:04 | raptor | yeah i think so... aren't they just the ObjTypes? |
| 05:51:56 | bobdaduck | I have no idea |
| 05:52:02 | bobdaduck | That's why I'm asking xD |
| 05:52:47 | raptor | let me look at source code real quick.. |
| 05:53:39 | raptor | yep that's it: |
| 05:54:14 | raptor | you do if someObject:getClassId() == ObjType.Turret then ... end |
| 05:55:10 | bobdaduck | So can I use it to apply code to every object of a type? |
| 05:55:43 | raptor | normally what you'd do is a search (I think s_bot does this) for several types of objects in an area |
| 05:56:33 | raptor | then do something to the object based on what type it is. s_bot will grab all ships, turrets, FFs, etc. then shoot them if they meet certain criteria (like not on same team) |
| 06:06:23 | bobdaduck | Raptor can you join my server? |
| 06:06:28 | raptor | ok |
| 07:08:01 | raptor | bobdaduck: I forgot what I was supposed to add to the bug list... |
| 07:08:06 | raptor | do you remember? |
| 07:11:48 | bobdaduck | which part |
| 07:12:06 | raptor | anything you or quartz said tonight that needed to be fixed/added |
| 07:12:12 | raptor | brain getting fuzzy... |
| 07:12:12 | bobdaduck | xD |
| 07:12:33 | bobdaduck | turret friendly fire |
| 07:12:40 | bobdaduck | killing your own turrets and getting killed by them |
| 07:12:45 | bobdaduck | forcefield snapping |
| 07:12:48 | bobdaduck | delete engineer |
| 07:12:55 | bobdaduck | modify ship modules via levelgen |
| 07:13:07 | raptor | ok, i remember that last one... :) |
| 07:13:18 | raptor | oh yeah - FF patch for BBB |
| 07:13:20 | bobdaduck | add editor attribute to slipzones: "friction" and make it changeable |
| 07:13:30 | raptor | turret patch for BBB? |
| 07:13:35 | raptor | wait what? |
| 07:14:53 | bobdaduck | delete engineer again, just in case |
| 07:15:56 | bobdaduck | uhh |
| 07:16:30 | raptor | yeah - that's what my head says, too |
| 07:20:07 | raptor | ok, wrote some stuff down... time to sleep |
| 07:20:09 | raptor | night! |
| 07:20:24 | | raptor Quit () |
| 07:38:03 | | watusimoto has joined |
| 07:38:03 | | ChanServ sets mode +o watusimoto |
| 07:40:04 | | watusimoto Quit (Client Quit) |
| 07:40:15 | | watusimoto has joined |
| 07:40:15 | | ChanServ sets mode +o watusimoto |
| 07:58:01 | bobdaduck | Watusimoto hi |
| 07:58:16 | bobdaduck | I finished the "teleporters working like nexuses" level |
| 08:32:55 | | bobdaduck Quit (Remote host closed the connection) |
| 12:35:42 | | Watusimoto_ has joined |
| 14:03:11 | | Watusimoto_ Quit (Ping timeout: 240 seconds) |
| 14:59:34 | | Watusimoto_ has joined |
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| 16:59:04 | raptor | good day! |
| 16:59:44 | bobdaduck | Good day! |
| 16:59:51 | bobdaduck | There's good news and bad news... |
| 16:59:56 | raptor | it's raining! |
| 17:00:02 | bobdaduck | That's the good news! |
| 17:00:40 | bobdaduck | The bad news is that I used Quartz idea for the teleporters-working-like-nexuses map. |
| 17:00:54 | raptor | which was that? (I saw the 'Lull' map) |
| 17:01:35 | bobdaduck | Yeah that one. |
| 17:01:43 | bobdaduck | I took Quartz advise. |
| 17:01:52 | raptor | fill in the triangles? |
| 17:01:54 | bobdaduck | Which might invalidate it as a candidate for a BBB |
| 17:02:07 | | raptor is ignorant of Quartz' advice |
| 17:02:17 | bobdaduck | http://pastie.org/7330225 |
| 17:02:44 | raptor | name change.. |
| 17:04:09 | bobdaduck | That's missing the levelgen, of course, but you can still load it in the editor |
| 17:05:28 | raptor | oh lovely... |
| 17:05:52 | bobdaduck | xD |
| 17:06:33 | bobdaduck | Oh also |
| 17:06:40 | bobdaduck | I used your SVG converter for evil. |
| 17:06:42 | bobdaduck | So, um. |
| 17:06:43 | bobdaduck | xD |
| 17:07:00 | raptor | I never had any notion that it could be used for good... |
| 17:07:17 | bobdaduck | Oh we're fine then. |
| 17:07:22 | raptor | too much power... |
| 17:07:31 | bobdaduck | ANYWAY that might invalidate the level as a BBB candidate slightly. |
| 17:07:55 | raptor | yeah - I don't want to further alienate our female minority (even if it doesn't bother them) |
| 17:08:24 | raptor | but you *could* remove them just for the BBB :) |
| 17:08:47 | bobdaduck | Female minority... That would be... Footloose? |
| 17:09:15 | raptor | exactly - she's the resilient one |
| 17:10:14 | bobdaduck | Yeah I'm fine with removing them for the BBB xD |
| 17:11:14 | raptor | that level played quite well.. |
| 17:11:37 | bobdaduck | *shrug* if you say so |
| 17:11:59 | raptor | and I'm convinced that mines are useful but painful |
| 17:12:13 | raptor | because, I know I killed myself and Quartz more than you with mines in that game |
| 17:12:17 | bobdaduck | lol |
| 17:13:11 | raptor | watusimoto: I'm seriously considering making mines non-triggerable by team mates |
| 17:13:24 | watusimoto | why is that? |
| 17:14:00 | raptor | i'd keep them damaging anyone though |
| 17:14:39 | raptor | because I played a game recently where mines were a significant element, and even with my teammate not trolling and trying to avoid them |
| 17:14:44 | raptor | , |
| 17:14:59 | raptor | we still ended up committing suicide many times more than the enemy was zapped |
| 17:15:36 | watusimoto | that would completely change the dynamic of mines |
| 17:15:42 | watusimoto | and, I think, not for the better |
| 17:15:48 | raptor | but it's such a drastic change.. that I don't know if it would be good.. |
| 17:15:58 | watusimoto | why did you keep killing yourselves? |
| 17:16:10 | bobdaduck | Yeah, you can't troll your teamates by trying to kill them anymore! |
| 17:16:17 | bobdaduck | It'd be such a negative change |
| 17:16:23 | bobdaduck | I hate it when you take away my ability to troll |
| 17:16:30 | raptor | basically bobdaduck would come in and burst us into a mine, trigger it, fly into another one, etc.. |
| 17:16:48 | watusimoto | but why did he keep hitting them? |
| 17:16:59 | watusimoto | oh, I see |
| 17:17:10 | raptor | it was a retrieve map with several zones, some of which were in open areas |
| 17:17:13 | watusimoto | bobdaduck was on the other team, he'd burst you, and it would kill you |
| 17:17:27 | raptor | best defense was to try and lay a sparse mine field |
| 17:17:35 | raptor | or so i thought |
| 17:17:51 | watusimoto | what if there was a smaller friendly trigger radius? |
| 17:18:06 | raptor | that might be a good consideration... |
| 17:18:39 | bobdaduck | What if they just didn't trigger on friendlies? |
| 17:18:40 | raptor | we could have two circles... an white smaller inner one... and someother shade for the enemy trigger |
| 17:18:40 | watusimoto | I'd much rather look at options like that, as I think the dangerous elements are what make mines interesting |
| 17:18:52 | watusimoto | otherwise everyone just plants them everywhere and doesn't worry about them |
| 17:19:08 | bobdaduck | Lets make it so that mines kill in one hit |
| 17:19:26 | raptor | watusimoto: yeah - that might be a good option - much less drastic, too |
| 17:19:37 | raptor | baby steps... |
| 17:19:50 | bobdaduck | increase knockback by 1000% |
| 17:20:16 | watusimoto | I'm not sure that would help in your situation, though... if you were getting pushed into a minefield, you might still hit a mine even with a smaller radius |
| 17:20:35 | raptor | yes, but the risk would be slightly less |
| 17:20:53 | watusimoto | well, you know I've been wanting to revisit mines for a while... |
| 17:21:24 | raptor | yes - you posted in the forums about it - but i don't remember your ideas (I only remember everyone else saying turn off team trigger) |
| 17:21:36 | watusimoto | what do they know? :-) |
| 17:22:40 | raptor | heh.. well they *do* play the game a bit more.. |
| 17:23:44 | watusimoto | :-) |
| 17:24:16 | watusimoto | it's like a sharp knife... more interesting because it's dangerous |
| 17:25:18 | watusimoto | my ideas for mines so far have been around a more interesting detection mechanism |
| 17:25:47 | raptor | remove the viewability of the mines completely until up close... |
| 17:25:54 | watusimoto | that's one possibility |
| 17:26:06 | watusimoto | maybe the easiest |
| 17:26:43 | raptor | because I know Little_Apple plays with his monitor gamma up high so he can see them |
| 17:27:14 | watusimoto | my thoughts were they'd remain invisible until you were within a certain proximity for a certain time |
| 17:27:29 | bobdaduck | slash that last part |
| 17:27:41 | raptor | baby steps |
| 17:27:53 | watusimoto | it would be cumulative, and possibly based on speed as well, so if you creeped through an area you'd find the mines, but you might have to race through the same area twice or thrice to find them |
| 17:28:01 | bobdaduck | being in proximity for a certain time makes no sense and would be annoying. Reflexes wouldn't even come into play |
| 17:28:26 | watusimoto | well, it makes a lot of sense, but it might well be annoying |
| 17:28:30 | bobdaduck | Also might make mines too powerful. Because they would effectively be completely invisible |
| 17:28:48 | raptor | this reminds me of DND spot checks |
| 17:28:59 | bobdaduck | lol |
| 17:29:03 | watusimoto | I'd neve rhtought about it in those terms, but sort of |
| 17:29:19 | bobdaduck | Every second, before moving or doing anything, stop to make sure there's no mines |
| 17:29:34 | bobdaduck | Making it proximity would at least let reflexes play some part. |
| 17:29:42 | watusimoto | yes |
| 17:29:53 | raptor | from a coding perspective that means that every player needs to keep track of every mine they come in contact with, as well as the proximity time |
| 17:30:02 | watusimoto | yes |
| 17:30:19 | watusimoto | we could try your idea first, as it's really easy |
| 17:30:35 | watusimoto | maybe make the alpha fade in as you get really close? |
| 17:30:42 | raptor | I think at a minimum we could do that for this release |
| 17:30:47 | raptor | yes |
| 17:31:02 | watusimoto | I also want to make it harder to clear mines using bursts |
| 17:31:30 | watusimoto | though the alpha idea only partially addresses the little apple problem |
| 17:31:45 | bobdaduck | I feel like balance changes should focus on making triple and bouncer more powerful, rather than making mines and bursts less powerful |
| 17:32:00 | watusimoto | oh crap! it's 7:30. I've got to go. We can continue this later! |
| 17:32:12 | | watusimoto Quit (Quit: Leaving.) |
| 17:32:43 | bobdaduck | Curvatious women! |
| 17:33:57 | raptor | uh bye |
| 17:34:36 | raptor | triple and bouncer are more powerful (triple more damage; bouncer more bounce, less self-damage) |
| 17:35:16 | raptor | maybe mines could only be trigerable if the burst triggers within the radius |
| 17:35:25 | bobdaduck | That could work. |
| 17:35:32 | bobdaduck | Might not make as much sense to new players |
| 17:35:46 | raptor | sturdy mines! |
| 17:35:52 | bobdaduck | They'd probably pick it up quick though |
| 17:36:48 | bobdaduck | Double tap option to repair |
| 17:41:06 | bobdaduck | How to make math.random go negative? |
| 17:41:24 | raptor | you generate a random number then subtract from it |
| 17:41:46 | raptor | so if you want -100 to 0: math.random(100) - 100 |
| 17:42:12 | bobdaduck | so -100 to 100 |
| 17:42:17 | bobdaduck | I subtract 200? |
| 17:42:28 | raptor | math.random(200) - 100 |
| 17:42:49 | raptor | because you shift the min/max of 0 .. 200 |
| 17:43:00 | raptor | subtract 100 from min/max: -100... 100 |
| 17:43:24 | kaen | raptor where should I put a spectator mode boolean? |
| 17:43:30 | kaen | also good day |
| 17:43:33 | bobdaduck | gooday |
| 17:43:35 | raptor | hi kaen |
| 17:43:53 | kaen | client and server both need it. gameconnection? |
| 17:43:54 | raptor | ummm... something like gameConnection? |
| 17:43:59 | kaen | good idea! |
| 17:44:02 | raptor | heh |
| 17:44:31 | kaen | I accidentally made a "take-control-of-other-ships" command |
| 17:44:45 | raptor | 'accidently' ? |
| 17:44:49 | kaen | while doing a simple proof of concept |
| 17:44:51 | raptor | ally |
| 17:44:53 | raptor | wahtever |
| 17:44:58 | bobdaduck | rofl |
| 17:44:58 | raptor | huh |
| 17:44:59 | kaen | really on accident |
| 17:45:03 | raptor | ha |
| 17:45:05 | bobdaduck | hows it work? |
| 17:45:10 | kaen | perfectly |
| 17:45:33 | kaen | but it as dark and arcane magic |
| 17:45:37 | kaen | it is* |
| 17:45:46 | bobdaduck | like... Hows it work? |
| 17:45:53 | kaen | :) |
| 17:45:56 | bobdaduck | I'm just suddenly seeing uses for neutral ships. |
| 17:46:17 | kaen | my lips are shut |
| 17:46:40 | bobdaduck | You could use neutral ships! |
| 17:47:09 | kaen | actually the one I made only works on player's ships |
| 17:47:19 | kaen | specifically would not work on neutral ones |
| 17:47:37 | bobdaduck | Make it work only on neutral ones |
| 17:47:42 | bobdaduck | add a soulstealer weapon |
| 17:47:49 | bobdaduck | no, better make it a powerup. |
| 17:47:58 | bobdaduck | Can't have everyone running around stealing souls... |
| 17:48:33 | kaen | its bits have probably been burnt over a hundred times by now |
| 17:48:59 | kaen | the world will never the horrors it may have wreaked |
| 17:49:12 | bobdaduck | Nope |
| 17:49:14 | bobdaduck | dark magic |
| 17:49:18 | bobdaduck | always finds a way back |
| 17:49:57 | bobdaduck | Anyway you could totally use neutral ships for a spectator team! |
| 17:50:00 | raptor | ok, i'm off to work! |
| 17:50:03 | raptor | back later |
| 17:50:07 | kaen | cya |
| 17:50:17 | bobdaduck | seeya |
| 17:50:29 | kaen | ideally I'll just make a real spectator team |
| 17:50:37 | kaen | or maybe just spec mode so it remembers teams |
| 17:50:41 | | raptor Quit () |
| 17:50:51 | kaen | but first I have to let you watch other ships without being able to control them... |
| 17:50:59 | bobdaduck | xD |
| 17:55:29 | bobdaduck | So how do I make a lua text parser to take args from chat commands? |
| 18:02:22 | | Watusimoto_ Quit (Ping timeout: 256 seconds) |
| 18:15:03 | kaen | http://lua-users.org/wiki/SplitJoin |
| 18:15:51 | | raptor has joined |
| 18:15:51 | | ChanServ sets mode +o raptor |
| 18:16:22 | raptor | bobdaduck: don't you already do that? |
| 18:16:29 | bobdaduck | Not quite |
| 18:16:39 | bobdaduck | I want to be able to say a player name and have something happen to them |
| 18:16:40 | raptor | oh... maybe that was fordcars... I wrote something for him.. |
| 18:16:42 | bobdaduck | after a command |
| 18:17:14 | raptor | like: raptor die |
| 18:17:28 | raptor | he just parsed numbers, i think.. |
| 18:17:50 | kaen | eh, what luadocs do you guys use? |
| 18:17:58 | bobdaduck | no like, kill raptor |
| 18:18:02 | kaen | bitfighter.org/luadocs seems almost entirely blank |
| 18:18:23 | raptor | http://bitfighter.org/luadocs/index.html |
| 18:18:27 | bobdaduck | http://bitfighter.org/luadocs/index.html |
| 18:18:28 | bobdaduck | drat |
| 18:18:30 | bobdaduck | xD |
| 18:18:31 | kaen | anyway, bobdaduck just take the string from the message received event and split it on the space character |
| 18:18:34 | raptor | for some reason our apache doesn't look for index.html ?? |
| 18:18:48 | kaen | http://bitfighter.org/luadocs/group___event_enum.html |
| 18:18:54 | kaen | ^ is that page blank to you guys? |
| 18:19:01 | raptor | nope |
| 18:19:03 | bobdaduck | nope |
| 18:19:05 | raptor | clear cache? |
| 18:19:12 | kaen | lemme try |
| 18:19:18 | raptor | we recently changed doxygen and styles are all different... |
| 18:19:48 | kaen | fixed |
| 18:20:32 | raptor | think I like the older styles better.. |
| 18:20:43 | raptor | but the new doxygen parses code a bit better |
| 18:20:43 | bobdaduck | I don't understand enough to pull it off by myself. |
| 18:21:06 | kaen | is there no description for the arguments each event passes to its callback? |
| 18:21:12 | raptor | nope! |
| 18:21:23 | raptor | those are found here: http://bitfighter.org/wiki/index.php/Scripting_018 |
| 18:21:23 | bobdaduck | lol, should probably fix that |
| 18:21:37 | raptor | we need to somehow get that doc in doxygen |
| 18:22:45 | kaen | that link I posted was garbage bob, sorry |
| 18:23:26 | kaen | wow... lua doesn't have split built in |
| 18:24:21 | kaen | okay so you can use string.match ... and regular expressions |
| 18:24:40 | kaen | how many arguments do you need in your chat commands? |
| 18:24:46 | kaen | just one, or more than that? |
| 18:25:04 | bobdaduck | Just one |
| 18:25:24 | kaen | okay then you can find the index of the first space and take substrings from there |
| 18:26:24 | bobdaduck | Well yeah. I have no idea how to do that. An example script would be nice |
| 18:26:47 | kaen | I'm working on one :P |
| 18:27:03 | kaen | I don't speak lua as well as I speak english |
| 18:27:15 | bobdaduck | OR IS IT THE OTHER WAY AROUND? |
| 18:27:21 | bobdaduck | but thanks |
| 18:29:07 | raptor | i have an example script somewhere... hopefully here at work |
| 18:30:06 | raptor | bobdaduck: who else was playing with scripts and arguments? |
| 18:30:37 | bobdaduck | Fordcars mostly does bots... |
| 18:30:41 | bobdaduck | Little apple did one script |
| 18:30:48 | bobdaduck | And Quartz did one. |
| 18:31:05 | bobdaduck | And kaen tells me he also works with scripts |
| 18:31:21 | raptor | maybe it was little_allple |
| 18:31:36 | bobdaduck | ' |
| 18:31:45 | bobdaduck | The minefield script does args |
| 18:31:51 | kaen | http://pastie.org/7331090 |
| 18:31:56 | raptor | someone wanted script parsing of arguments |
| 18:32:01 | raptor | and i gave them one.. |
| 18:32:18 | kaen | it returns a table of all the space separated words |
| 18:32:32 | kaen | if you do args("kill raptor") it returns {"kill", "raptor"} |
| 18:32:53 | kaen | oops sorry for the highlight :x |
| 18:33:04 | bobdaduck | So how do I call that with messagerecieved... |
| 18:33:04 | bobdaduck | hm |
| 18:33:08 | raptor | here it is, but it parses only numbers: http://pastie.org/pastes/6647713 |
| 18:33:32 | kaen | well, you'll have to play with passing in arguments from your callback |
| 18:33:44 | kaen | function onMsgReceived(a,b,c) ... end |
| 18:33:51 | kaen | then try passing a, b, and c to it |
| 18:33:53 | kaen | until it works |
| 18:33:57 | kaen | or read the docs |
| 18:34:14 | kaen | it's argument one for the string |
| 18:34:46 | kaen | oh I just realized you shouldn't call the function "args" |
| 18:34:53 | kaen | name it getArgs or something |
| 18:34:54 | raptor | hehe |
| 18:35:09 | kaen | "args" is used for the variable argument list... |
| 18:35:35 | bobdaduck | raptor, string.match? |
| 18:36:27 | kaen | bobdaduck, http://pastie.org/7331155 |
| 18:37:10 | kaen | bobdaduck, good tutorial for string functions: http://lua-users.org/wiki/StringLibraryTutorial |
| 18:40:02 | raptor | bobdaduck: I almost have an example for you (with reusable code like that of kaen's) |
| 18:41:01 | bobdaduck | so elseif(commandArgs == "kill raptor") er... array of command args... local array... for loop through it on each if statement...? |
| 18:41:32 | kaen | you probably want something more like |
| 18:42:00 | kaen | elseif(commandArgs[1] == "kill") doKill(commandArgs[2]) end |
| 18:42:24 | kaen | commandArgs[2] will contain "kaen" or whatever the case may be |
| 18:42:32 | bobdaduck | ahh okay |
| 18:43:03 | kaen | if you were pro you would just eval() the first argument and pass it the shifted argument array |
| 18:43:12 | kaen | but the way I showed you is simple and will work |
| 18:43:15 | bobdaduck | I'm not pro |
| 18:43:15 | bobdaduck | xD |
| 18:43:42 | kaen | or even make a routing table if you wanted to not eval() things |
| 18:43:51 | kaen | because eval is actually evil, not pro |
| 18:44:08 | bobdaduck | dark magic evil, or just stupid evil? |
| 18:45:22 | kaen | stupid evil |
| 18:45:29 | bobdaduck | Oh that's okay then. |
| 18:45:33 | raptor | bobdaduck: this is probably exactly what you're looking for: http://pastie.org/7331249 |
| 18:45:53 | raptor | on a silver platter |
| 18:46:27 | bobdaduck | lol |
| 18:46:29 | kaen | we are terrible at this RTFM thing raptor |
| 18:46:35 | bobdaduck | xD |
| 18:46:42 | bobdaduck | See, I'm okay with that |
| 18:46:50 | raptor | *I* I am terrible |
| 18:47:07 | raptor | especially when I have to refactor huge java abstraction layers at work |
| 18:47:13 | kaen | hehe |
| 18:47:22 | bobdaduck | They always have so much math which my brain just interprets as static and makes the rest hard to read... |
| 18:47:42 | raptor | this is string parsing |
| 18:48:19 | kaen | you wish it was math! |
| 18:48:24 | raptor | I do! |
| 18:48:33 | kaen | at least then you'd know what most of the symbols mean |
| 18:48:39 | bobdaduck | xD |
| 18:48:54 | kaen | "([^%s]+)" is not even remotely decipherable to a novice |
| 18:49:00 | raptor | looks pretty! |
| 18:49:13 | kaen | it's a format string inside of a regex I think... |
| 18:49:22 | raptor | and then: is it perl? POSIX? uhh... microsoft word? |
| 18:49:22 | kaen | "%w+" |
| 18:49:25 | bobdaduck | xD |
| 18:49:27 | kaen | but that makes me unsure |
| 18:49:54 | kaen | do I need to delimit it? |
| 18:49:59 | kaen | escape special chars? |
| 18:50:20 | kaen | vim make me escape special plus signs in regexes, but not asterisks |
| 18:50:21 | raptor | include newlines! |
| 18:50:30 | raptor | what |
| 18:50:33 | raptor | really? |
| 18:50:35 | kaen | really. |
| 18:50:39 | raptor | (i don't use vim for regex..) |
| 18:50:48 | kaen | [a-Z]* works fine |
| 18:51:02 | kaen | [a-Z]+ matches a real plus |
| 18:51:08 | raptor | you're joking |
| 18:51:14 | kaen | seriously as a heart attack |
| 18:51:20 | kaen | . works unescaped too |
| 18:51:27 | raptor | there must be some special regex mode where you don't need escapes... |
| 18:51:31 | kaen | and newlines are \n in the match side, \r in the output side |
| 18:51:48 | raptor | well at least we know why people are locked into vi! |
| 18:51:50 | kaen | \n in the output is null character |
| 18:52:01 | kaen | sad part is this is all from memory... |
| 18:52:06 | raptor | haha |
| 18:53:07 | bobdaduck | is there a method for checking if a player is admin? |
| 18:53:16 | bobdaduck | playerinfo:isAdmin()? |
| 18:53:28 | kaen | reminds me we should have a supervisor object |
| 18:53:32 | kaen | like a levelgen object |
| 18:53:41 | kaen | for team balancing, adding bots, etc. |
| 18:54:01 | raptor | you mean an interface to the game /commands? |
| 18:54:04 | raptor | hmm... |
| 18:54:12 | raptor | bobdaduck: looking.. |
| 18:54:23 | kaen | I was thinking that we could write tournament supervisors |
| 18:54:28 | kaen | etc. |
| 18:54:42 | kaen | control player's ability to spawn, test for authentication |
| 18:54:59 | kaen | s/we/I |
| 18:55:14 | raptor | actually, I think that's where watusimoto was originally headed... |
| 18:55:21 | kaen | great! |
| 18:55:23 | raptor | the start was to get persistent levelgens |
| 18:55:29 | raptor | now we're there.. |
| 18:55:56 | bobdaduck | Next, the moon! |
| 18:56:06 | kaen | lol |
| 18:57:42 | raptor | added two more to the running list... |
| 18:57:51 | bobdaduck | are we at 30 yet? |
| 18:57:54 | raptor | we broke 30! |
| 18:57:55 | bobdaduck | I can find more bugs if you want |
| 18:57:56 | raptor | 31 |
| 18:57:56 | bobdaduck | WHOO |
| 19:00:27 | kaen | at 50 can we start using the google code tracker for real? |
| 19:00:33 | bobdaduck | xD |
| 19:00:48 | raptor | haha |
| 19:01:18 | bobdaduck | Guys! Programming milestone! |
| 19:01:36 | bobdaduck | I just wrote a for loop through an array on my own WITHOUT COPY AND PASTING |
| 19:02:18 | raptor | yeah, i've wondered about that... what do you think we shoudl do kaen? I guess we've said we'd put features and real bugs on the tracker, with introduced bugs on the running list.. |
| 19:02:34 | raptor | yay bobdaduck, no copy pasta! |
| 19:04:52 | kaen | get rid of the rbl completely |
| 19:04:59 | kaen | even introduced bugs go on the tracker for triage |
| 19:05:22 | kaen | the tracker is a system designed for cataloging, organizing, and prioritizing issues |
| 19:05:30 | kaen | the wiki list is a frickin' list. |
| 19:05:35 | kaen | :) |
| 19:05:43 | raptor | my problem with the tracker has been the overhead - the list on the wiki has been soooo easy :) |
| 19:05:56 | kaen | as long as it stays short |
| 19:06:01 | raptor | but I do think we should probably 'track' things.. |
| 19:07:58 | bobdaduck | I think the running bug list is for things that should be like, hotfixed for a 018b or something |
| 19:08:06 | bobdaduck | and the tracker should be used for 019 things |
| 19:09:02 | kaen | no, the hotfix should go on the tracker and be sorted to the very top of the list on the prioritized view |
| 19:09:14 | kaen | and maybe even be marked "blocking" or "critical" |
| 19:09:26 | kaen | and stupid things like supervisor objects can be marked "low" |
| 19:09:35 | kaen | and nobody has to worry about breaking the list formatting |
| 19:10:04 | kaen | and you don't have to limit your description to one line, nor paste a wall of text in an otherwise brief list |
| 19:11:09 | kaen | and all issues have an explicit history |
| 19:11:09 | kaen | and chain of custody |
| 19:11:19 | kaen | and can be bookmarked |
| 19:11:28 | kaen | I'll stop but I really could keep going. |
| 19:11:34 | raptor | haha |
| 19:12:19 | kaen | software development is about managing complexity. I think tracker tools let us manage the complexity of feature requests and bug reports |
| 19:15:21 | raptor | maybe BFLogBot could parse this, too, then: http://code.google.com/feeds/p/bitfighter/issueupdates/basic |
| 19:18:56 | raptor | are we big enough to have to manage ourselves? :) |
| 19:19:17 | raptor | probably yes, since we have 3 working on code now.. |
| 19:19:24 | kaen | I'd say we reached that point when there were two |
| 19:19:55 | kaen | I use trackers for private projects even |
| 19:20:06 | kaen | it doesn't have to be super formal or anything |
| 19:20:37 | kaen | so, I'll start submitting new bugs I find to the google tracker and we'll see what happens from there. is that okay? |
| 19:20:42 | raptor | yeah - I work in a large company where it's really formal - which is probably where my prejudice comes from (because I hate that) |
| 19:20:56 | raptor | kaen: sure |
| 19:21:44 | bobdaduck | http://pastie.org/7331660 |
| 19:21:50 | bobdaduck | at line 24 |
| 19:21:55 | bobdaduck | arg1 error undefined |
| 19:22:12 | bobdaduck | help?" |
| 19:24:27 | | Watusimoto has joined |
| 19:26:28 | raptor | you put 'local arg1' in a block |
| 19:26:40 | raptor | so it is only local to that block |
| 19:26:49 | raptor | move it out of the block to be used elsewhere |
| 19:26:50 | bobdaduck | ah |
| 19:29:36 | bobdaduck | hah it worked |
| 19:31:26 | bobdaduck | That's going to be hilarious stuff. |
| 19:31:42 | bobdaduck | Also I think I've pinned down the weird crashing on levelgen carnival has to do with doomsday |
| 19:32:02 | raptor | oh yeah? |
| 19:32:38 | raptor | as in.. you think it has to do with doomsday? |
| 19:32:46 | bobdaduck | Because I walled it off and it wasn't crashing and then I started it manually and it crashed. |
| 19:33:14 | raptor | does it use my new removeFromTable function? |
| 19:33:17 | bobdaduck | So I'm pretty sure doomsday is the reason it crashes (not the levelgen, the game) |
| 19:33:19 | bobdaduck | yeah it does |
| 19:33:24 | raptor | which is a 'safe' removal.. |
| 19:33:26 | raptor | huh |
| 19:34:02 | bobdaduck | I'm not sure it has to do with the removal from table |
| 19:34:16 | bobdaduck | It was just me and IA last night |
| 19:34:19 | raptor | and do you get a stack trace in the bitfighter_server.log at all? |
| 19:34:31 | bobdaduck | and I started doomsday and it crashed. He didn't leave or die or anything |
| 19:34:45 | raptor | hmm... |
| 19:36:08 | bobdaduck | server.log doesn't have stack traces |
| 19:36:11 | bobdaduck | lua crashes |
| 19:36:14 | bobdaduck | but not game crashes. |
| 19:36:59 | raptor | what about the lua crash log? |
| 19:37:13 | raptor | i mean the lua crash should spit out a bunch of junk right? |
| 19:37:39 | bobdaduck | Well yeah |
| 19:37:46 | bobdaduck | but that's just when the levelgen crashes. |
| 19:37:52 | raptor | ah ok |
| 19:37:53 | bobdaduck | If the game crashes there's nothing |
| 19:37:57 | raptor | you're saying there's nothing |
| 19:38:00 | raptor | ok |
| 19:47:53 | bobdaduck | Carnival.levelgen has over 500 lines of code |
| 19:47:54 | bobdaduck | xD |
| 19:50:35 | kaen | bobdaduck some random just requested that I find tron for him |
| 19:50:39 | kaen | you have a growing fanbase |
| 19:50:46 | bobdaduck | name? |
| 19:50:47 | bobdaduck | xD |
| 19:50:54 | kaen | xxRyotoxx |
| 19:51:00 | bobdaduck | Wow |
| 19:51:06 | bobdaduck | I didn't know he's even seen tron |
| 19:51:06 | bobdaduck | xD |
| 19:51:28 | kaen | upload it somewhere pleaes? |
| 19:51:32 | bobdaduck | lol |
| 19:51:33 | kaen | e.g. pleides |
| 19:51:39 | kaen | pleaisieiiseiisiiadides |
| 19:51:42 | bobdaduck | lol |
| 19:52:19 | kaen | oh i have it |
| 19:52:22 | kaen | not the levelgen though |
| 19:52:25 | bobdaduck | uploading |
| 19:52:36 | bobdaduck | There's no Tags for me? |
| 19:52:41 | bobdaduck | like it says "tag" but there's nothing there |
| 19:53:03 | bobdaduck | uploaded |
| 19:56:37 | bobdaduck | database keep track of times level has been downloaded pls |
| 19:57:01 | | Darrel has joined |
| 20:02:20 | bobdaduck | WHAT |
| 20:02:27 | bobdaduck | WHY CAN'T I ADD MORE THAN NINE TEAMS |
| 20:03:32 | raptor | that limit is as old as Zap! I think |
| 20:04:06 | raptor | (and I don't know why it's there - but probably has a partly technological reason) |
| 20:04:20 | bobdaduck | no you definitely could in Zap! |
| 20:04:26 | bobdaduck | I remember a map made with 20 teams |
| 20:04:36 | bobdaduck | You would have to put them all in manually in the level editor |
| 20:04:42 | bobdaduck | but it was possible xD |
| 20:05:18 | raptor | gameType.h:213 |
| 20:05:24 | raptor | static const S32 MAX_TEAMS = 9; // Max teams allowed -- careful changing this; used for RPC ranges |
| 20:09:36 | bobdaduck | BUT I WANT TO HAVE A MAP WITH 20 TEAMS ON IT |
| 20:09:55 | bobdaduck | No just kidding, I just wanted 20 teams on levelgen carnival just because I could and wanted to add more stupid things to the map |
| 20:11:20 | Watusimoto | watching xpilot videos looking for ideas |
| 20:12:19 | bobdaduck | If you want ideas |
| 20:12:23 | raptor | the graphics.... my eyes.... |
| 20:12:23 | bobdaduck | I have those |
| 20:13:05 | bobdaduck | Ideas up the everywhere |
| 20:13:13 | bobdaduck | Ideas coming out of my ears |
| 20:13:45 | Watusimoto | yeah, it's brutal |
| 20:14:23 | bobdaduck | Instead of blood I have ideas |
| 20:16:23 | Watusimoto | what about the "crowns" idea |
| 20:16:25 | bobdaduck | My ideas have their own gravitational pull |
| 20:16:36 | Watusimoto | they're too hot to handle |
| 20:16:49 | Watusimoto | a token you can pick up to give you a bonus until you get killed |
| 20:17:03 | Watusimoto | I was thinking more about this on my way home |
| 20:17:12 | bobdaduck | I've brought that up several times |
| 20:17:29 | bobdaduck | Mainly as an alternative to keeping armor as a module (though I think our 019 changes are a good fix) |
| 20:17:30 | Watusimoto | like the 1-life games that people have been playing with, it might give you an incentive not to get killed |
| 20:17:37 | Watusimoto | (bobdaduck: yes, I know!) |
| 20:17:40 | bobdaduck | xD |
| 20:17:55 | bobdaduck | What would they power up? |
| 20:18:26 | Watusimoto | could power up weapons (1.5 power, say), defence, speed, or... |
| 20:18:32 | Watusimoto | could heal |
| 20:18:42 | | Wuzzy has joined |
| 20:18:47 | Watusimoto | could let you fly through forcefields |
| 20:18:54 | bobdaduck | lets veto that last one xD |
| 20:20:05 | raptor | runes |
| 20:20:21 | bobdaduck | "power ups". |
| 20:21:51 | bobdaduck | Artifacts? |
| 20:22:25 | raptor | sorry, 'relics' |
| 20:22:54 | raptor | is what unreal tournament called them. there were six: speed, regeneration, defense, strength, redemption, vengeance |
| 20:23:53 | bobdaduck | Yeah |
| 20:28:06 | bobdaduck | How would they affect gameplay? |
| 20:28:19 | raptor | you pick it up, and keep it until you die |
| 20:28:50 | raptor | except for redemption, which is lost when used (it teleports you away instead of getting killed when you reach zero health) |
| 20:29:00 | bobdaduck | Right right |
| 20:29:05 | bobdaduck | How does it affect gameplay. |
| 20:29:09 | raptor | speed: 2x, strength 2x, armor: 1/2 damage |
| 20:29:22 | bobdaduck | Why is this good for our game? What would it do to the gametypes we have? |
| 20:29:29 | bobdaduck | How would mapmakers use it? |
| 20:29:49 | raptor | map option: enable relics |
| 20:29:55 | raptor | or maybe server option |
| 20:30:10 | raptor | or maybe - i should just go back to bug fixing |
| 20:30:15 | bobdaduck | This is an item, like healthpacks, right? It wouldn't need to be an option xD |
| 20:31:09 | Watusimoto | I was thinking level makers would place them |
| 20:31:14 | bobdaduck | yeah |
| 20:31:41 | Watusimoto | so each team could start off with one, or several could be placed in a central location or whatnot |
| 20:31:53 | Watusimoto | in unreal tournament, what happens to the relic when you die? |
| 20:32:00 | raptor | it drops where it is |
| 20:32:15 | bobdaduck | I was thinking they would be pretty much just like heatlh packs, with a respawn timere. |
| 20:32:19 | raptor | most maps have them spawn randomly around th emap |
| 20:32:44 | raptor | what happens is if it isn't picked up after a short while, it goes elsewhere |
| 20:32:58 | raptor | like it might stay in one spot for 30 seconds |
| 20:34:54 | Watusimoto | I think it might be a good mecahnic. It can be expanded any number of ways if it is helpful |
| 20:35:24 | bobdaduck | What does it do for gameplay though? |
| 20:37:28 | raptor | Watusimoto: you really think so? |
| 20:38:03 | kaen | it's a way incentivize using different areas of the map |
| 20:38:05 | Watusimoto | I do. But then I was a proponent of ball carrying in soccer |
| 20:38:17 | Watusimoto | until we tried it and it sucked |
| 20:38:24 | kaen | I for one did not like relics in UT |
| 20:38:28 | kaen | but I'm a purist |
| 20:39:28 | Watusimoto | what about activating sensor making seekers seek other targets (if you are targeted) |
| 20:39:40 | kaen | that would be cool |
| 20:40:00 | kaen | or maybe just sends them flying off some random direction when gets in range? |
| 20:40:07 | kaen | and you are targets |
| 20:40:11 | kaen | targeted |
| 20:40:28 | Watusimoto | and/or this idea from xpilot: mine reprogramming |
| 20:40:37 | kaen | oh cool |
| 20:40:52 | Watusimoto | you could use sensor to change ownership of a mine without alerting the team that laid it |
| 20:41:12 | Watusimoto | which might be useful if we have differeing trigger ranges for owners/enemies |
| 20:41:35 | raptor | sensor becomes a sort of electronic toolkit |
| 20:41:41 | Watusimoto | or maybe disabling enemy shields |
| 20:41:45 | Watusimoto | yes, exactly |
| 20:41:49 | kaen | I like all of these ideas |
| 20:41:56 | raptor | with a big 'action' button |
| 20:42:05 | Watusimoto | that would give sensor an active component again |
| 20:42:23 | Watusimoto | or more of an active component |
| 20:43:01 | bobdaduck | I'm against the sensor one |
| 20:43:19 | bobdaduck | Nobody runs around with seekers and its easier to just shield them |
| 20:43:53 | Watusimoto | what if sensor could disable shiedls? |
| 20:44:35 | bobdaduck | Then sensor becomes manditory |
| 20:45:23 | bobdaduck | I personally believe balance should come from strengthening weak things, not weakening strong things |
| 20:45:31 | Watusimoto | so the default loadout becomes sheild and sensor? |
| 20:45:38 | bobdaduck | And cloak is already playing rock paper scizzors with cloak |
| 20:45:43 | bobdaduck | ~sensor |
| 20:45:52 | Watusimoto | then the dude with cloak and turbo gets an advantage |
| 20:46:08 | bobdaduck | No, default loadout becomes turbo sensor |
| 20:46:26 | bobdaduck | and cloak becomes further nerfed because now everyone is running around with sensor |
| 20:48:54 | Watusimoto | I don't think we'll ever see the day when sensor becomes mandatory |
| 20:49:17 | Watusimoto | of course, we could introduce another mandatory module to further confuse things |
| 20:49:20 | Watusimoto | battery packs |
| 20:51:07 | kaen | it's harder to balance heavy things than light things. |
| 20:51:38 | kaen | granted, strong modules/weapons are more interesting |
| 20:52:14 | Watusimoto | ideally we'd have 5 must-have modules |
| 20:52:28 | kaen | but I agree we should first make each module/weapon good in its own right |
| 20:52:32 | kaen | yes, I agree with that |
| 20:55:40 | Watusimoto | agreed |
| 20:56:24 | Watusimoto | but if we had an energy pack (without furhter changes) shiedl-energy would be the unbeatable combo |
| 20:56:26 | raptor | abstain |
| 20:56:56 | raptor | hearing all of this make me think about technical issues: only 2 modules, both of which can be used at the same time |
| 20:57:19 | Watusimoto | but if sensor could disable shields, it gets muddled |
| 20:57:31 | Watusimoto | raptor: that's good! |
| 20:57:46 | raptor | if we have several modules or more multi-capable modules, we should probably hammer out issues with the double-tap |
| 20:57:46 | kaen | direct interactions between modules will definitely complicate things |
| 20:57:55 | raptor | or even make it so modules are cyclable |
| 20:58:06 | raptor | or two modules are cyclable |
| 20:58:06 | kaen | there are double tap issues? |
| 20:58:18 | raptor | http://code.google.com/p/bitfighter/issues/detail?id=194 |
| 20:58:49 | Watusimoto | for the record, I am not a fan of double tap as a mechanism |
| 20:59:17 | bobdaduck | Just make two new buttons' |
| 20:59:29 | Watusimoto | won't work for joystick users |
| 20:59:37 | bobdaduck | one double taps for module one, one doubles for module 2 |
| 20:59:40 | bobdaduck | Yes well |
| 20:59:47 | bobdaduck | Joystick users get to double tap normally. |
| 21:00:08 | bobdaduck | Keyboard users are allowed, if they choose, to remap the double tap command to a key. Is what I'm saying. |
| 21:00:31 | Watusimoto | we used to have more double-tap modules, we're down to 1 now |
| 21:00:38 | Watusimoto | if we could get rid of that one, our problem would be solved |
| 21:00:46 | kaen | heh |
| 21:00:48 | Watusimoto | unfortunately, it's a popular one |
| 21:00:52 | kaen | I love double tap boost |
| 21:01:01 | bobdaduck | ^^ |
| 21:01:03 | kaen | I think other modules should have double tap too |
| 21:01:10 | Watusimoto | I like it too, but I have a hard time activating it |
| 21:01:13 | bobdaduck | I can't think of how it would work for anything other than repair |
| 21:01:20 | bobdaduck | lol exactly that |
| 21:01:25 | kaen | just have to be more creative bob |
| 21:01:34 | bobdaduck | Oh creativity isn't the issue |
| 21:01:38 | bobdaduck | GOOD creativity is an issue. |
| 21:01:47 | raptor | a radical change may be to have only one active module with 2 or 3 buttons matched to actions |
| 21:01:51 | raptor | then you'd cycle modules |
| 21:02:09 | Watusimoto | I want to get rid of boost as a doubletap, perhaps finding a different way to make it available |
| 21:02:11 | bobdaduck | that would be... confusing. |
| 21:02:26 | kaen | D: |
| 21:02:45 | Watusimoto | raptor: one of your two buttons would be used for cycling |
| 21:03:05 | raptor | sigh |
| 21:03:05 | kaen | switching active modules would definitely be more frustrating than what we have now |
| 21:03:15 | Watusimoto | I tend to agree |
| 21:03:28 | raptor | sega genisis style! a, b, c, x, a boost! |
| 21:03:32 | bobdaduck | Its easy enough to say "okay, double tap cloak works as a disguise, like spies in TF2. Just changes the color of your ship." But I also have to ask "Would that be a good gameplay mechanic.. At all? |
| 21:03:32 | kaen | heh |
| 21:03:34 | bobdaduck | rofl raptor |
| 21:04:47 | kaen | what about just combining cloak and sensor? |
| 21:04:55 | raptor | if we want to expand modules, then we need to solve these technical hurdles (which is why I just saying any idea that comes to mind) |
| 21:05:05 | kaen | in most games stealth units can see other stealth units |
| 21:05:23 | Watusimoto | I don't really see the hurdles, aside from the boost issue |
| 21:05:33 | kaen | me either, seems like a straightforward fix |
| 21:05:43 | raptor | modules that do multiple things == more buttons, ways to activate |
| 21:05:46 | Watusimoto | and we can have up to 9 modules |
| 21:05:54 | Watusimoto | and we can always ditch armor |
| 21:06:00 | kaen | \o/ |
| 21:06:19 | Watusimoto | we could have a boost module |
| 21:06:39 | bobdaduck | That lets you go faster? |
| 21:06:45 | bobdaduck | Brilliant! |
| 21:06:59 | Watusimoto | that gives you a super boost like doubletapturbo |
| 21:07:16 | Watusimoto | if it were its own module, maybe it wouldn't use all your energy |
| 21:07:32 | Watusimoto | could be more like a controlled hyperspace |
| 21:08:04 | Watusimoto | so you could have normal turbo, or boost, which was faster but couldn't be used too often |
| 21:08:12 | Watusimoto | or something |
| 21:08:18 | bobdaduck | That feels redundant |
| 21:08:19 | Watusimoto | I realize it;s a bit weak |
| 21:08:48 | Watusimoto | The Redundancy Department of Redundancy |
| 21:09:05 | Watusimoto | it feels redundant because it is |
| 21:09:28 | bobdaduck | We could keep the double tap mechanic and just say "Its a skill divider!" |
| 21:09:30 | raptor | asteroids-style teleportation |
| 21:09:38 | raptor | haha bobdaduck |
| 21:11:09 | Watusimoto | I finally figured out how hyperspace might be workable |
| 21:11:21 | bobdaduck | hyperspace? |
| 21:11:25 | Watusimoto | (use zones to distinguish what's in the level vs. what's outside) |
| 21:11:28 | Watusimoto | like asteroids |
| 21:11:41 | Watusimoto | you get in a panic, you hyperspace, you get teleported somwehere random |
| 21:11:52 | Watusimoto | could be a good place or a bad place |
| 21:12:09 | Watusimoto | you could get teleported onto an enemy mine |
| 21:12:31 | bobdaduck | hm |
| 21:12:31 | Watusimoto | what if sensor only weakend shield |
| 21:12:44 | Watusimoto | made it 50% effective |
| 21:12:49 | raptor | for what it's worth, I made shield cost slightly more for 019 |
| 21:12:59 | Watusimoto | and/or you had to be close to make it work |
| 21:13:31 | bobdaduck | What if sensor disabled boost and all modules and forcefield projectors and turrets and made it so everyone close to you had zero energy? |
| 21:14:06 | raptor | like 1.22x the amount |
| 21:14:17 | kaen | like an energy jammer |
| 21:14:20 | kaen | cool |
| 21:14:36 | raptor | auras? |
| 21:14:43 | kaen | AOE is tricky |
| 21:14:48 | raptor | yep |
| 21:16:17 | | Watusimoto_ has joined |
| 21:16:29 | Watusimoto_ | what if sensor could disconnect you from irc? |
| 21:17:51 | bobdaduck | too powerful |
| 21:17:51 | Watusimoto_ | or sensor could blind enemies |
| 21:18:47 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 21:18:58 | | Watusimoto_ is now known as Watusimoto |
| 21:19:07 | Watusimoto | I'm back!!! |
| 21:19:16 | bobdaduck | Did you have an adventure? |
| 21:19:17 | Watusimoto | I'm a real boy!!! |
| 21:25:48 | bobdaduck | Kaen: Does the stat tracker only track authenticated games? (with two registered, two non?) |
| 21:27:23 | raptor | no, it does any game |
| 21:30:53 | Watusimoto | does that definition of an official game work well, do you think? |
| 21:31:58 | bobdaduck | I think so, yes. |
| 21:32:15 | raptor | except... |
| 21:32:17 | raptor | i wonder... |
| 21:32:32 | raptor | are bots counted as unauthenticated players in some filter of ours? |
| 21:32:50 | bobdaduck | bots don't count for like anything |
| 21:33:06 | bobdaduck | They don't get health packs on them in my carnival levle. |
| 21:34:24 | | Darrel Quit (Quit: Closed IRC client) |
| 21:38:19 | Watusimoto | man... elminating magic number from UI code is miserable |
| 21:42:20 | raptor | magic! |
| 21:43:48 | Watusimoto | ok, what do you guys thing? is the fact that bf is free one of the important things we should advertise when spreading the word about the game? |
| 21:44:01 | Watusimoto | or is "free" so commonly used now that it seems like a trick? |
| 21:45:03 | bobdaduck | If I was to make an ad |
| 21:45:24 | bobdaduck | I'd be like "Amazing open-source game, but we need players! JOIN PLZ" |
| 21:45:32 | bobdaduck | open-source is much safer than "free" |
| 21:45:53 | raptor | 'free to play' means 'indulgences' |
| 21:46:05 | raptor | nowadays at least |
| 21:46:22 | bobdaduck | yeah |
| 21:46:30 | Watusimoto | raptor: well said! |
| 21:46:45 | Watusimoto | even if non-Catholics might be hazy on the concept |
| 21:47:04 | raptor | (with respects to Catholics) |
| 21:47:10 | bobdaduck | xD |
| 21:47:11 | Watusimoto | no worries! |
| 21:47:49 | raptor | it was a sad day when 'bloons tower defense' said you can get more lives for $5! |
| 21:48:09 | bobdaduck | xD |
| 21:49:12 | raptor | anyone else lose a day or two to that game? |
| 21:49:32 | bobdaduck | yep |
| 21:51:10 | Watusimoto | I think we should sell extra lives |
| 21:51:16 | raptor | hahaha |
| 21:53:20 | bobdaduck | Help pay for footie's bitcon |
| 21:53:26 | raptor | oh bobdaduck feel free to move any BBB map suggestions I added to the main list - I've been refraining because I think you're a better judge |
| 21:53:43 | | bobdaduck_ has joined |
| 21:53:48 | bobdaduck_ | I'll get to it |
| 21:53:53 | raptor | bobdaduck: what is a bitcon? (I keep reading 'bitcoin') |
| 21:54:00 | bobdaduck_ | Bitfighter convention. |
| 21:54:03 | bobdaduck_ | Footloose really wants one. |
| 21:55:07 | raptor | like a conference? where everyone flies to somewhere and plays LAN games, cursing at each other in the same room? |
| 21:55:16 | bobdaduck_ | yeah pretty much |
| 22:09:32 | kaen | I think we should address the fact that meeting another bitfighter player typical involves air travel... |
| 22:09:41 | kaen | that bug is a large priority for me :) |
| 22:10:29 | kaen | raptor, I thought unofficial games didn't get reported at all :x |
| 22:10:39 | kaen | that's the only reason I don't filter on them |
| 22:11:14 | kaen | er, "unauthenticated" games |
| 22:12:06 | raptor | kaen: all games are reported to the database, then we apply the 2 + 2 filter (auth + unauth) to a materialized view (which you wrote?) then that view is queried in the highscores list.. |
| 22:12:49 | raptor | 'authentication' only applies to players. 'official' applies to games. |
| 22:13:08 | raptor | i think bobdaduck_ was asking about 'official'? |
| 22:14:08 | bobdaduck_ | like if I was to test from level editor would that get reported? |
| 22:16:22 | raptor | it used to, but I don't think so anymore (but I am not sure..) |
| 22:18:19 | Watusimoto | got to love wolframalpha |
| 22:19:06 | Watusimoto | I entered "area of earth / 20 / area of texas", figuring 20 was the most players we could possibly attract to a bitcon, and got that we have 1 player per 36.7 texases |
| 22:19:22 | Watusimoto | so that;s a lot of flying, or bus travel |
| 22:19:51 | raptor | hahahaha |
| 22:20:03 | bobdaduck_ | xDD |
| 22:20:43 | raptor | you should factor in land area instead, so like 30% of that... |
| 22:23:30 | bobdaduck_ | Most of our players are just in USA. We could just use that |
| 22:24:19 | bobdaduck_ | I got 1 player per .7 texas. |
| 22:26:30 | | bobdaduck_ Quit (Remote host closed the connection) |
| 22:33:37 | raptor | a sci-fi level design contest would be good... |
| 22:37:33 | | bobdaduck Quit (Ping timeout: 246 seconds) |
| 22:50:34 | kaen | I'm programming with a cockatiel on my shoulder |
| 22:50:41 | kaen | it is as awesome as it sounds |
| 23:06:56 | Watusimoto | sci-fi! that sounds good! |
| 23:07:15 | Watusimoto | kaen... so are you saying you have poop on your shirt? |
| 23:07:33 | Watusimoto | cause that's been my experience with birds |