Timestamps are in GMT/BST.
| 00:00:26 | | BFLogBot Commit: cf5197eedaad | Author: sam8641 | Message: Update projects |
| 00:00:27 | | BFLogBot Commit: 84182a948a28 | Author: sam8641 | Message: Remove some spawnDelayed variables and made spawnDelayed work better. Don't lag/kick host from duplicate name. |
| 00:00:31 | | BFLogBot Commit: fd00b7b4956c | Author: sam8641 | Message: Completely disable joystick when using Keyboard input mode. Fixed not using current joystick index for multiple joysticks after changing in option menu. |
| 00:00:32 | | BFLogBot Commit: 855e11a25dde | Author: sam8641 | Message: Merge |
| 00:00:46 | raptor | sam686 you committed! |
| 00:00:56 | raptor | it's been what 2 months? :) |
| 00:00:56 | sam686 | yes |
| 00:02:22 | raptor | WOW 4 developers at once! |
| 00:03:55 | raptor | sam686, you made a TNL change... what does it do exactly? |
| 00:04:51 | sam686 | the TNL changes only makes it handle a disconnect from local non-networked connection better, it won't lag out forever and tells the other client connection its been ended.. |
| 00:05:33 | raptor | ah ok |
| 00:06:04 | sam686 | otherwise that TNL changes stays compatible to master server (and possibly game server ig it wasn't the other changes) |
| 00:06:19 | sam686 | if (not ig) |
| 00:06:47 | kaen | sam686, thanks for fixing the duplicate name kicking |
| 00:06:55 | kaen | I just ran into that bug the other day... |
| 00:07:37 | sam686 | the TNL fix alone fixes lagging out forever with the duplicate name problem, but instead causes the client to still host in a title menu. |
| 00:07:46 | sam686 | (when hosting) |
| 00:15:09 | | bobdaduck has joined |
| 00:15:18 | bobdaduck | Sam686: I have some levels to show you... |
| 00:17:20 | sam686 | ok |
| 00:34:26 | raptor | oh yay segfault |
| 02:28:53 | | Platskies has joined |
| 02:52:54 | sam686 | I kindof crashed too.. |
| 02:53:13 | sam686 | maybe its the announce part being crashy? |
| 02:55:53 | bobdaduck | no |
| 02:55:59 | bobdaduck | Its a known crash fixed in 019 |
| 02:56:10 | bobdaduck | because the slipzone has a negative slip coeficcient |
| 03:01:00 | sam686 | (10 * flags * (flags + 1)) / 2 ... parhaps this will be more efficent: 5 * flags * (flags + 1) |
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| 03:16:38 | sam686 | I don't think such negative ship maxVel will totally fix it, not if a level have this: Spawn 0 3.402823466e+38 3.402823466e+38 |
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| 03:19:39 | sam686 | note, the editos will not save a spawn at:: Spawn 0 3.402823466e+38 3.402823466e+38 |
| 03:19:53 | sam686 | but does load and crash trying to host.. |
| 03:24:13 | bobdaduck | What? xD |
| 03:42:31 | bobdaduck | Super duper map of doom 1/4th complete minus levelgen |
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| 04:04:59 | bobdaduck | raptor lineitems show for every team next update right? |
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| 05:30:40 | bobdaduck | raptor are you still awake? |
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| 07:10:24 | Watusimoto | good evening, raptor! |
| 07:13:38 | | BFLogBot Commit: 9240a2b2c34c | Author: watusimoto | Message: Rip out more old loadout stuff and replace it with the newer loadout stuff. Reduces code. |
| 07:13:40 | | BFLogBot Commit: 1c0b4c613eba | Author: watusimoto | Message: Merge |
| 07:13:53 | Watusimoto | my checkin addresses your comments about memory leaks with the loadout stuff. In short, I don't think it leaks. |
| 07:17:07 | Watusimoto | sam686: thanks for the checkins!!!! |
| 07:18:01 | | BFLogBot Commit: 083ee5981b96 | Author: watusimoto | Message: Resolve TODO by simply deleting relevant code. |
| 07:18:22 | Watusimoto | time for work.... laterz! |
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| 13:42:41 | raptor | good morning watusimoto |
| 13:42:47 | watusimoto | hi |
| 13:42:49 | raptor | wow, i slept for like 10 hours! |
| 13:42:54 | watusimoto | feels nice, no? |
| 13:42:58 | raptor | oh man yes |
| 13:43:01 | watusimoto | I went to bed early last night oo |
| 13:43:02 | watusimoto | too |
| 13:43:10 | watusimoto | that, and extra coffee, and I feel great today! |
| 13:43:29 | raptor | woke up with the sun... everything is suddenly OK in life |
| 13:43:32 | watusimoto | we're moving offices today, so everything is chaos |
| 13:43:44 | watusimoto | no longer will I be able to walk to work :-( |
| 13:43:50 | raptor | sadness! |
| 13:44:00 | watusimoto | but I'll get to bike, so it's not all bad |
| 13:44:01 | raptor | having work close is one of my requirements for work |
| 13:44:06 | raptor | ok good |
| 13:44:07 | watusimoto | absolutely |
| 13:44:43 | raptor | oh, so the loadout stuff |
| 13:45:09 | raptor | uhh... before i fell asleep, i noticed that loadouts didn't change at all when going over a zone |
| 13:45:14 | raptor | then i fell asleep |
| 13:45:41 | watusimoto | check again; I did a big checkin this morning and I'm pretty sure it's working |
| 13:45:42 | raptor | so let me compile the new stuff and see if that fixed it.. |
| 13:45:54 | watusimoto | though I'm not sure I ever saw that it was broken |
| 13:46:23 | raptor | yeah the loadout stuff was crazy... |
| 13:46:42 | raptor | i never knew in what format it was being handled in any given part of the code |
| 13:47:03 | watusimoto | we can probably combine luaLoadout and loadoutTracker to further simplify |
| 13:47:10 | watusimoto | but loadouts are kind of nuts |
| 13:47:21 | watusimoto | they are tracked on ship, on clientInfo, and by the user interface |
| 13:47:36 | watusimoto | probably we can remove them from the ship |
| 13:47:47 | watusimoto | which would make things a little more sane |
| 13:48:00 | watusimoto | but we had tons of code for looping through various arrays and building other arrays to pass on |
| 13:48:13 | watusimoto | it's a little more sane now, but still a little crazy |
| 13:48:31 | raptor | at least it's a bit more consolidated |
| 13:48:50 | raptor | speaking of consolidation - I started putting in the 'owner' permission level |
| 13:49:00 | raptor | and.. it's crazy |
| 13:49:14 | raptor | there's like 4 RPC for each permission level |
| 13:49:48 | raptor | I was thinking that instead of passing bools for everything I'd do an enum |
| 13:50:00 | raptor | so 1 enum vs 3 bools |
| 13:50:11 | watusimoto | makes sense |
| 13:50:33 | raptor | because we do things like pass all the bools into the ClientInfo constructor |
| 13:51:00 | raptor | i've made members for it on like 4-5 different classes now |
| 13:51:05 | raptor | just the 'owner' |
| 13:51:47 | raptor | but i'm wondering if not using bools for each permission level will cause some issues.. |
| 13:51:59 | raptor | can't think of any that I can overcome somehow, but maybe you might? |
| 13:52:32 | watusimoto | I'm not sure I undserstand the (potential) problem |
| 13:52:57 | raptor | we have a bool for each permission level right now: isLevelChanger, isAdmin, isOwner |
| 13:53:58 | raptor | and those are passed to RemoteClientInfos and used by the GameSettings, etc... and there's a few RPC calls for each one |
| 13:54:16 | raptor | I'm just wondering if I consolidated everything into a single enum if there would be issues somewhere.. |
| 13:54:49 | watusimoto | Hard to be sure, but I don't see why it would... so what, just a single enum for what permission levels a dude has? |
| 13:55:23 | watusimoto | assuming if you have one, you have everything lower as well? |
| 13:56:01 | raptor | lower? |
| 13:56:10 | raptor | (also loadouts are working again) |
| 13:56:17 | watusimoto | i.e if you have admin, you automatically have levelchange |
| 13:56:22 | raptor | yes |
| 13:56:24 | watusimoto | no way to have admin and not levelchange |
| 13:56:29 | raptor | yep |
| 13:56:41 | watusimoto | if your question is whether that would cause any problems, I would say no |
| 13:56:44 | raptor | that's how it is now - we just take extra care to set the lower bools, too |
| 13:57:02 | watusimoto | so instead of all those bools, just a mPlayerPermissions = xxxxenum |
| 13:57:09 | raptor | yeah |
| 13:57:16 | watusimoto | totally -- go for it! |
| 13:57:19 | raptor | ok |
| 13:57:22 | watusimoto | I think that makes a lot of sense |
| 13:57:30 | raptor | i'm probably just thinking into it too much... |
| 13:59:06 | watusimoto | especially as we increase permissions levels, bools will become unweildly |
| 14:00:20 | raptor | yes! |
| 14:01:13 | raptor | looks like we should remove gridsize |
| 14:01:16 | raptor | yay |
| 14:01:17 | raptor | but |
| 14:01:29 | raptor | maybe we leave it as a UI-only option in the editor? |
| 14:01:53 | raptor | oh and leave it for legacy parsing of level files.. |
| 14:01:55 | watusimoto | what do you mean ui-only option? |
| 14:02:07 | raptor | as in, if I want to change the editor gridsize, I can |
| 14:02:15 | watusimoto | we'll need to keep it for legacy files, but I'd remove it from the ui altogether |
| 14:02:26 | watusimoto | make it a text-editor only attribute |
| 14:02:37 | raptor | and snapping will work to the new grid... but it won't be saved to level files |
| 14:02:55 | watusimoto | snapping engineerred items? |
| 14:03:03 | raptor | wall snapping to the grid |
| 14:03:21 | watusimoto | again I fail to understand |
| 14:03:36 | watusimoto | of course walls will snap to the grid... but what about the level files? |
| 14:03:45 | raptor | the level files will save the raw point values |
| 14:03:58 | raptor | so instead of 1.0 .. we'd save 255 |
| 14:04:02 | watusimoto | right |
| 14:04:16 | watusimoto | maybe we should default the new gridsize to 100 |
| 14:04:30 | watusimoto | so that the lines in the editor are 100 apart |
| 14:04:36 | watusimoto | rather than 255 |
| 14:04:37 | raptor | i'm just saying that we make the new gridsize be a client-side only editor UI feature |
| 14:05:02 | watusimoto | the server will have to read gridsize as well to parse older levels |
| 14:05:10 | raptor | baby steps... i'd say leave it at 255 for one release as the level file change may be radical enough |
| 14:05:23 | raptor | the server will *only* have to read gridsize for legacy levels |
| 14:05:28 | watusimoto | yes |
| 14:05:35 | watusimoto | for all others it will just assume 255 |
| 14:05:45 | watusimoto | as it does today when gridsize param is missing |
| 14:05:47 | raptor | uh wait |
| 14:06:05 | watusimoto | sorry I think I miswrote |
| 14:06:12 | raptor | we add a permanent level file meta-tag: LevelFileVersion 2 |
| 14:06:23 | raptor | and if it see it, it doesn't need to apply gridsize |
| 14:06:38 | raptor | because it knows the points are normal points |
| 14:06:39 | watusimoto | for LFV1, gridsize defaults to 255; for LFV2 gridsize defaults to 1 |
| 14:06:52 | raptor | sure... |
| 14:07:36 | watusimoto | all coords will need to be within bounds of S16 |
| 14:07:42 | raptor | but don't you want to eventually get rid of the gridsize in most calculations anyways? |
| 14:07:52 | watusimoto | yes, but we can't as long as we have legacy levels |
| 14:08:00 | raptor | correct, ok |
| 14:08:12 | watusimoto | so I think we are stuck with it |
| 14:08:20 | raptor | coords within S16? how come? i thought that limit was just for bot zones |
| 14:08:29 | watusimoto | yes, for that exact reason |
| 14:08:48 | watusimoto | if our levels are bigger, we can't generate bot zones |
| 14:09:04 | watusimoto | I guess we could just disable bots on those larger levels |
| 14:09:21 | raptor | which we do |
| 14:09:52 | watusimoto | ok, well we can deal with how to handle larger levels later |
| 14:09:57 | raptor | it's already coded in, to even warn the player on level load |
| 14:10:28 | watusimoto | yes, but I always thought we could impose that limit and allow bots on all levels |
| 14:10:53 | watusimoto | what do you think about making all coords ints? |
| 14:10:59 | watusimoto | instead of F32s |
| 14:11:34 | watusimoto | actually, that may cause lots of unforseen problems |
| 14:11:39 | watusimoto | let's leave that for another day |
| 14:11:54 | | bobdaduck has joined |
| 14:12:28 | watusimoto | so yes, I agree -- let's add engineering of testItems |
| 14:12:35 | bobdaduck | roflwhat |
| 14:12:43 | raptor | hahaha |
| 14:13:26 | raptor | kaen suggested saving all coords as ints, but i think the precision might not be good enough for putting turrets on diagonal walls and such |
| 14:14:27 | raptor | he also suggested saving all coords as ints with 8bit precision - so 1 point would have internall 8 bits of precision to handle smaller case |
| 14:16:43 | raptor | and maybe even extend that to all points everywhere: 24bits for the integer part and 8 bits for decimal part, then all calculations could just be done using bitwise ops |
| 14:16:45 | raptor | :) |
| 14:16:49 | raptor | but that's probably overkill |
| 14:17:16 | watusimoto | remember that placing turrets on walls isn't exact anyway, as the game will do snapping when the item is loaded |
| 14:18:06 | raptor | yeah... we need to make sure it is more exact however |
| 14:18:28 | raptor | because loading a level up in-game makes the snapping work consistenly |
| 14:18:45 | raptor | but when loaded into the editor, then saved, coords can shift slightly |
| 14:19:22 | raptor | when saved again, some FFs can be elsewhere |
| 14:20:38 | raptor | example, you put an FF at coords 5 0 |
| 14:20:55 | raptor | you load it it in the editor, it does snapping, you make some level changes, save |
| 14:21:08 | raptor | coords are now at 5.003 0.003 |
| 14:21:23 | raptor | and that little bit can make a big difference |
| 14:21:29 | watusimoto | that is not a problem if the new coords snap to the same location as the old coords |
| 14:21:51 | watusimoto | if they don't the problem is with the snapping code, not the level format |
| 14:22:09 | bobdaduck | They don't |
| 14:22:11 | raptor | yes, that's i think what we found yesterday |
| 14:22:34 | watusimoto | well if x,y snaps to a,b, then a,b should also snap to a,b |
| 14:23:05 | bobdaduck | But instead a,b snaps to a.000234, b.051 |
| 14:23:18 | watusimoto | even if the level is saved as a',b' (slightly different than a,b), a',b' should also snap to a,b, as a',b' is close to a,b than x,y was |
| 14:24:19 | watusimoto | if that's not true, there is a bug with the snapping code |
| 14:24:42 | watusimoto | which basically works by shooting rays out in various directions and seeing what it hits |
| 14:25:03 | watusimoto | maybe those rays are too coarsely spaced |
| 14:25:39 | watusimoto | or maybe we need a different strategy -- see what edges are in the area, and do a parallel distance to each |
| 14:27:27 | raptor | i think the bug may be in the level-saving code |
| 14:27:41 | raptor | like when dividing by 255, it does 256 or something... |
| 14:27:48 | raptor | some rounding error somewhere |
| 14:28:20 | bobdaduck | Would there really be rounding errors for something placed at 5.0? |
| 14:29:16 | watusimoto | well, with levelcode 2.0, it won't be a factor |
| 14:29:22 | watusimoto | so don't worry about fixing it yet! |
| 14:29:34 | watusimoto | (if your theory about save error is correct) |
| 14:30:24 | watusimoto | and older levels are what they are |
| 14:30:50 | watusimoto | as we edit older levels, we'll upgrade them to 2.0, right? |
| 14:31:19 | bobdaduck | What's this about levelcode 2.0? |
| 14:39:12 | raptor | levelcode 2 means points saved directly without gridsize |
| 14:40:04 | raptor | so a point represented by 1.0 (because of gridsize) will be represented as 255.0 |
| 14:41:20 | watusimoto | a point currently at 1.0 will be 255.0 in levelcode 2 |
| 14:41:42 | watusimoto | (same thing, just a little clearer :-) |
| 14:41:53 | raptor | (thanks) |
| 14:42:16 | raptor | I sometimes wish I could put my thoughts into words as well as my wife.. |
| 14:42:31 | raptor | one day I will stop confusing people... one day |
| 14:42:40 | watusimoto | you usually do quite well, actually |
| 14:43:04 | raptor | this channel gives me lots of practice :) |
| 14:44:53 | raptor | ok, so my next project is the owner permissions |
| 14:45:21 | bobdaduck | You worked on that a bit already, didn't you? |
| 14:46:15 | raptor | yeah, but now i need to rewrite the permissions system entirely |
| 14:47:10 | bobdaduck | Hah, why? |
| 15:07:23 | raptor | because it's unweildy with 4 permission levels |
| 15:08:45 | bobdaduck | I don't believe you. |
| 15:09:09 | raptor | speaking from a developers perspective... |
| 15:09:27 | bobdaduck | xD |
| 15:09:44 | bobdaduck | That developer perspective. Always catching me off guard. |
| 15:13:24 | bobdaduck | The problem with dressing like a greaser is that you have to use your crappier headphones in order to not mess up your hair. |
| 15:26:28 | raptor | what? that statement doesn't even make sense to me |
| 15:26:40 | | Darrel has joined |
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| 15:32:29 | bobdaduck | So I'm a greaser today |
| 15:32:54 | raptor | a mechanic? |
| 15:32:57 | bobdaduck | And I can't wear my high quality headphones because they will mess up my hair. |
| 15:33:15 | bobdaduck | https://www.google.com/search?q=greaser&aq=f&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=SCloUb3bJ8mxyQGK64HICg&biw=1122&bih=724&sei=TSloUbPeCKqgyAH0p4CIAQ |
| 15:34:01 | raptor | ha! ok |
| 15:34:06 | raptor | one of *those* people.. |
| 15:34:44 | raptor | i always quietly walked out of the room when someone like that would start talking 'hair gel' with his buddies |
| 15:35:22 | bobdaduck | hah yes well. I'm dressed up that way for fun today. |
| 15:35:50 | bobdaduck | With the white shirt under the leather being a company tee shirt. |
| 15:35:57 | bobdaduck | I'm the company greaser! |
| 15:36:22 | bobdaduck | Every company should have a greaser... Its very important. |
| 15:38:59 | raptor | ... if you.. say so.. |
| 15:39:31 | bobdaduck | I'll post a picture for everybody after I get off work. |
| 15:39:38 | bobdaduck | I dunno dressing up is fun xD |
| 15:40:57 | raptor | ok, i'm off to school! back later |
| 15:41:00 | bobdaduck | Seeya |
| 15:41:20 | raptor | and uh... don't slip on the puddles of grease lying around |
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| 15:43:58 | | kaen has joined |
| 15:45:40 | bobdaduck | Sup kaen. Welcome to da hood. |
| 15:46:01 | kaen | WORD UP B-DIZZLE |
| 15:46:14 | kaen | etc. |
| 15:46:20 | bobdaduck | xD |
| 15:46:24 | bobdaduck | I'm a greaser today. |
| 15:50:51 | kaen | the rumblefish kind? |
| 15:50:55 | kaen | or the west side story kind? |
| 15:51:11 | bobdaduck | West side story kind. |
| 15:51:37 | kaen | so you rhythmically snap and perform choreography during combat |
| 15:51:39 | kaen | interesting. |
| 15:51:50 | bobdaduck | Did you not know this about me? |
| 15:52:05 | kaen | no, but I find myself unsurprised. |
| 15:52:09 | bobdaduck | Its why I'm so good at bitfighter |
| 15:52:55 | bobdaduck | The problem is I can't wear my good headphones because it will mess up my hair |
| 17:01:17 | bobdaduck | What DnD class uses a scimitar, and what would their loadout be in bitfighter? |
| 17:24:00 | | watusimoto Quit (Ping timeout: 260 seconds) |
| 17:48:05 | bobdaduck | bug |
| 17:48:25 | bobdaduck | Should be a fairly simple one: |
| 17:48:56 | bobdaduck | If you have engineer and cloak at the same time, turrets will shoot at you if you cloak with a resource Item (even though I'm pretty sure the resource cloaks with you) |
| 18:01:23 | | Wuzzy has joined |
| 18:09:43 | kaen | indeed |
| 18:25:14 | | raptor has joined |
| 18:25:14 | | ChanServ sets mode +o raptor |
| 18:25:47 | raptor | do resources cloak with you? |
| 18:26:47 | kaen | yes |
| 18:26:56 | raptor | interesting... |
| 18:27:04 | kaen | https://code.google.com/p/bitfighter/issues/detail?id=198&sort=-id |
| 18:27:16 | kaen | :) |
| 18:27:34 | raptor | a bug in the proper place! |
| 18:27:57 | kaen | I mean if there's going to be four committers |
| 18:28:11 | raptor | heh |
| 18:28:28 | raptor | thanks goodness we're not using svn... |
| 18:28:43 | | kaen shudders |
| 18:29:50 | raptor | or CVS! |
| 18:29:59 | raptor | here in the corporate world... you'd be appalled... |
| 18:32:38 | bobdaduck | Raptor druids use scimitars right? |
| 18:32:53 | raptor | uhh |
| 18:33:02 | raptor | maybe? I think desert nomads use scimitars |
| 18:33:19 | bobdaduck | Right and what loadout would that be. |
| 18:36:56 | bobdaduck | So levelgens need to be able to send PMs |
| 18:37:01 | bobdaduck | and make announcements |
| 18:38:08 | raptor | add here: http://code.google.com/p/bitfighter/issues/detail?id=196 |
| 18:39:37 | bobdaduck | k |
| 18:48:01 | | Watusimoto_ Quit (Ping timeout: 245 seconds) |
| 18:50:37 | raptor | did you guys get sky_lark's PM? |
| 18:52:48 | bobdaduck | yeah |
| 18:55:23 | bobdaduck | Is there any way I can hurt a ship that does not involve bursts? |
| 18:55:38 | raptor | use a turret projectile? |
| 18:55:44 | raptor | teleport them into an asteroid? |
| 18:56:01 | bobdaduck | I want to damage them but only a little bit. |
| 18:57:12 | kaen | spybugs? |
| 18:58:38 | raptor | spybugs as a defense! |
| 18:58:46 | raptor | they do only knock back damage |
| 18:58:52 | raptor | err, force |
| 18:59:31 | bobdaduck | lol |
| 19:00:05 | kaen | oh |
| 19:00:53 | kaen | spawn bursts at a distance? |
| 19:01:33 | bobdaduck | That's possible but kind of unweildy |
| 19:01:43 | bobdaduck | Considering you're whacking someone with a sword. |
| 19:03:06 | kaen | your sword is attached to the front of a space ship |
| 19:03:11 | kaen | that's pretty unwieldy |
| 19:03:17 | bobdaduck | xD |
| 19:03:27 | raptor | think of the bandwidth usage! |
| 19:03:36 | raptor | moving zones always in scope... |
| 19:03:37 | bobdaduck | lol |
| 19:03:51 | kaen | not even simple quad zones |
| 19:03:58 | kaen | zones with non-trivial geometry |
| 19:04:01 | bobdaduck | xD |
| 19:04:20 | bobdaduck | Wait until you see the bard weapon xD |
| 19:04:47 | kaen | heaven forbid we ever raise the zone vertex limit |
| 19:05:02 | bobdaduck | pls do |
| 19:05:23 | bobdaduck | I need 83 vertexii |
| 19:05:31 | kaen | vertices? |
| 19:05:45 | kaen | vertexii made me smile though |
| 19:08:44 | bobdaduck | Should I offer to make custom swords? |
| 19:08:52 | bobdaduck | for specific people? |
| 19:09:21 | bobdaduck | Or perhaps to let people make custom swords |
| 19:09:32 | bobdaduck | ...Thus invalidating the desire for ship shapes. |
| 19:10:17 | kaen | make a sword crafting area |
| 19:10:59 | kaen | devise some way to let players enter a "point" they are standing on, and append each point to construct the zone's geometry |
| 19:11:22 | kaen | no, actually don't do that |
| 19:11:28 | kaen | that's a terrible, terrible idea |
| 19:11:59 | bobdaduck | xDD |
| 19:12:15 | bobdaduck | I was just thinking of pastying the sword geom code and letting people figure it out |
| 19:13:15 | kaen | I'm thinking if you make a little room, levelgen a mine at an easy to access spot, check each frame to see if the mine's been destroyed, if it has then the point the player is on is added to the geometry |
| 19:13:24 | kaen | respawn the min as soon as it's destroy |
| 19:13:25 | kaen | ed |
| 19:13:47 | kaen | boom -- sword editor |
| 19:13:49 | bobdaduck | xD |
| 19:13:54 | bobdaduck | Yeah uh |
| 19:14:00 | bobdaduck | I don't want to let people do it THAT much. |
| 19:14:25 | bobdaduck | It'd be trivial just to open the sword geometry to people on the forums to edit |
| 19:14:34 | kaen | ppfffffffffffffffffffft |
| 19:17:03 | bobdaduck | Yes yes |
| 19:17:07 | bobdaduck | your idea is good |
| 19:17:12 | bobdaduck | program it for me and I'll put it in |
| 19:17:16 | bobdaduck | but otherwise... |
| 19:17:22 | bobdaduck | OH NO |
| 19:17:25 | bobdaduck | LOOK WHAT YOU'VE DONE. |
| 19:17:49 | bobdaduck | YOU'VE TURNED ME INTO WATUSIMOTO. |
| 19:21:37 | bobdaduck | Hey raptor how do I make it so that you can throw your sword? |
| 19:21:52 | raptor | uhh |
| 19:22:17 | raptor | you have to have some sort of trigger that would start altering the zone geom |
| 19:23:35 | bobdaduck | hm |
| 19:23:47 | bobdaduck | Actually I'm just trying to make it so rangers can shoot arrows |
| 19:24:22 | bobdaduck | I decided against letting rogues throw daggers because they're already OP |
| 19:26:28 | raptor | what are rogues? |
| 19:26:44 | bobdaduck | Thief |
| 19:26:51 | bobdaduck | Dagger dexterity class |
| 19:26:54 | raptor | yes yes |
| 19:27:04 | raptor | but what module/weapon combo is considered that? |
| 19:27:18 | bobdaduck | cloak engineer |
| 19:27:48 | bobdaduck | Turbo cloak is already ranger. |
| 19:31:40 | | LordDVG has joined |
| 19:39:59 | kaen | three days after filing, my "intent to package" is finally on the list |
| 19:40:13 | kaen | replete with formatting errors, which should make a good first impression. |
| 19:43:50 | bobdaduck | So I'm going to try my hand at this making rangers shoot |
| 19:44:37 | bobdaduck | but I will probably fail and it will all explode and I will need help |
| 20:02:23 | bobdaduck | Foot says forums down |
| 20:06:17 | raptor | huh... that's odd |
| 20:06:34 | raptor | database restart does nothing.. |
| 20:06:37 | raptor | ah ha! |
| 20:06:41 | raptor | httpd restart fixed |
| 20:08:27 | bobdaduck | yay |
| 20:08:41 | bobdaduck | okay yup |
| 20:08:46 | bobdaduck | I died at the math part. |
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| 20:33:45 | | kodane has joined |
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| 20:34:25 | | kodane has joined |
| 20:38:15 | raptor | kodane? is that a new fuel of some sorts? |
| 20:42:09 | | kodane Quit (Quit: Colloquy for iPhone - http://colloquy.mobi) |
| 20:49:49 | bobdaduck | The lurkers get touchy when you ping them |
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| 21:46:19 | | kaen has joined |
| 21:47:08 | kaen | wow debian is sooooooooooooooooo much better than ubuntu |
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| 22:18:41 | raptor | ! |
| 22:18:43 | raptor | yes |
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| 22:22:45 | kaen | if we get one more dev we can all wear captain planet rings. |
| 22:25:11 | raptor | with our powers combined! |
| 23:05:15 | sam686 | openAL bug? doing this: alSource3f(soundsource1, AL_POSITION, 0, sqrt(-3.f), 0); on a currently playing sound will freeze the program with high CPU usage. |
| 23:14:04 | raptor | sqrt of a negative number? |
| 23:14:38 | raptor | i must go home... but i'll be back later |
| 23:14:40 | | raptor Quit () |
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