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| 01:47:00 | | BFLogBot Commit: e6fc27030773 | Author: kaen | Message: add /rate command (type "/rate up" or "/rate down" while playing a map) |
| 01:50:07 | | Platskies has joined |
| 01:53:23 | | BFLogBot Commit: 36014a148435 | Author: kaen | Message: clear LevelDatabaseId when loading a level |
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| 03:38:43 | kaen | hello |
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| 06:13:14 | | BFLogBot Commit: 6b008c48e433 | Author: kaen | Message: add support for file uploads in HttpRequest |
| 06:13:15 | | BFLogBot Commit: 50abc83678b9 | Author: kaen | Message: fix file uploading |
| 06:13:17 | | BFLogBot Commit: 5160998ce06d | Author: kaen | Message: send screenshot when uploading to level database |
| 06:35:53 | | BFLogBot Commit: a64c7a0019e7 | Author: kaen | Message: send data in chunks to allow large files |
| 06:35:55 | | BFLogBot Commit: ae7b18cfa9fc | Author: kaen | Message: fix HttpRequestTest |
| 06:37:20 | kaen | wait until bobdaduck sees this... |
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| 08:37:47 | | bobdaduck has joined |
| 08:47:08 | watusimoto | hi |
| 08:48:07 | bobdaduck | Sup |
| 09:07:24 | kaen | auto-screenshot works with pleiades in 019, bobdaduck |
| 09:07:26 | kaen | also, sup |
| 09:07:35 | bobdaduck | nicee |
| 09:09:48 | | raptor has joined |
| 09:09:48 | | ChanServ sets mode +o raptor |
| 09:10:00 | raptor | good morning! |
| 09:11:06 | bobdaduck | mornin |
| 09:14:10 | kaen | oh, also /rate up and /rate down |
| 09:14:13 | kaen | morning |
| 09:14:36 | raptor | neat changes kaen! |
| 09:14:53 | kaen | thanks |
| 09:25:13 | bobdaduck | check it out in a sec |
| 09:25:26 | raptor | ? |
| 09:30:50 | bobdaduck | oh nevermind |
| 09:30:50 | bobdaduck | xD |
| 09:30:58 | bobdaduck | neat stuff |
| 09:34:19 | bobdaduck | arg I feel like pleiades should have a "view all maps" thing still |
| 09:34:40 | raptor | oh wow kaen, did you add screenshot support!? |
| 09:34:45 | raptor | and it works? |
| 09:34:47 | kaen | yep |
| 09:34:49 | kaen | and yep |
| 09:34:58 | kaen | and yep |
| 09:35:10 | raptor | heh |
| 09:35:16 | raptor | well sheesh |
| 09:35:21 | raptor | i need to try it out... |
| 09:35:40 | kaen | yeah you do! |
| 09:37:47 | raptor | whoa! |
| 09:37:56 | raptor | how did you get the screenshot to be... useful? |
| 09:38:11 | kaen | :) |
| 09:38:29 | kaen | I add a "saveNormalizedScreenshot" function to the editor |
| 09:38:34 | kaen | added* |
| 09:38:39 | raptor | ah ha! a mode in the editor... |
| 09:38:41 | raptor | awesome |
| 09:38:44 | kaen | well |
| 09:38:45 | kaen | uh |
| 09:39:02 | kaen | actually it's a function that seizes control of gl for a moment |
| 09:39:32 | kaen | rather than a full-fledged mode you can enter |
| 09:39:42 | bobdaduck | I need a volunteer to fix my DnD code |
| 09:39:44 | raptor | well yes |
| 09:39:45 | raptor | but |
| 09:39:47 | raptor | that's great! |
| 09:39:51 | bobdaduck | (just get the mimic guy working) |
| 09:39:56 | raptor | you should get another badge: 'added feature to editor' |
| 09:40:04 | bobdaduck | lol |
| 09:40:56 | bobdaduck | raptor could you take a shot at it? |
| 09:41:06 | raptor | ? |
| 09:41:14 | raptor | oh |
| 09:41:17 | raptor | not at the moment, sorry |
| 09:41:24 | bobdaduck | okey |
| 09:41:31 | bobdaduck | problem is I'm infinite looping somewhere |
| 09:41:40 | raptor | stackoverflow! |
| 09:41:45 | bobdaduck | No |
| 09:41:50 | bobdaduck | not stack overflow |
| 09:41:52 | raptor | add in some logprint statements |
| 09:41:58 | bobdaduck | "not enough memory" |
| 09:42:04 | kaen | so I'm going to add a message like "New rating of Level by Playa: 9001" after you rate a level. It was honestly the best thing I could think of to prevent abuse :P |
| 09:42:05 | bobdaduck | the game freezes/hangs whatever. |
| 09:42:12 | raptor | bobdaduck: that's th definitintion of a stackoverflow |
| 09:42:24 | raptor | an infinite loop that eats up all the memory on the stack |
| 09:42:47 | raptor | haha |
| 09:43:21 | kaen | because really, the only trusted entity is the web server |
| 09:43:22 | bobdaduck | okay then |
| 09:43:29 | kaen | and that response comes directly from there |
| 09:43:41 | raptor | yep |
| 09:43:53 | kaen | so at least you know the actual result of what you did, and some competent user could reasonably spot abuse |
| 09:44:05 | raptor | bobdaduck: add logprint statements around and the ones that are called thousands of times will show you where the problem is |
| 09:44:15 | bobdaduck | no it won't |
| 09:44:18 | bobdaduck | the game freezes |
| 09:44:24 | bobdaduck | xD |
| 09:44:36 | kaen | give me teh codez |
| 09:44:37 | raptor | usually its like this: function a -> b -> a -> etc |
| 09:44:38 | bobdaduck | hold on I maybe found the problem |
| 09:44:46 | bobdaduck | test real quick... |
| 09:45:54 | bobdaduck | nope not quite |
| 09:46:27 | kaen | also the error message |
| 09:46:41 | bobdaduck | I got it to stop freezing |
| 09:46:47 | bobdaduck | (it was trying to mimic itself) |
| 09:46:57 | bobdaduck | but the actual code isn't working xD |
| 09:47:19 | raptor | kaen: i tried to rate my map through the editor: http://pastie.org/7911940 |
| 09:47:23 | kaen | oops, back in a sec |
| 09:47:57 | raptor | 400or ratiing level: |
| 09:48:02 | kaen | lol |
| 09:48:09 | kaen | oh god that string formatting error |
| 09:59:17 | kaen | neither of the DB commands seem to work in a test game |
| 10:11:04 | watusimoto | hey, I saw the discussion last night about increasing the object limit past 1024 items. For the record, I am opposed, unless there is a good reason |
| 10:13:29 | kaen | good reason? I don't have any... but I don't think it hurts because it's dynamically negotiated (according to sam) |
| 10:14:54 | watusimoto | maybe I missed that... it renegotiates in mid-game? If so, why not start the id at only 5 bits or something (which would work most of the time) |
| 10:16:17 | watusimoto | just saying it doesn't sound right |
| 10:16:18 | kaen | <sam686> tnl ghost writepacket actually sends 4 bit once which is number of bits to send for index, then the index size data might be 5 bit if 32 objects is active or 11 bits if 1025-2048 objects is active.. |
| 10:16:34 | watusimoto | hmmm... we need a test for that!! |
| 10:16:40 | kaen | yes |
| 10:16:46 | watusimoto | no idea how to do that, though |
| 10:16:53 | kaen | I've tested TNL in another project -- it's surprisingly straight forward |
| 10:17:09 | kaen | the only roadblock is I can't instantiate a ClientGame |
| 10:17:10 | watusimoto | it might help us answer questions like this |
| 10:17:26 | watusimoto | here is what I think needs to happen for clietngame |
| 10:17:39 | watusimoto | we need to make all the ui methods go through UIManager |
| 10:17:48 | kaen | my thoughts exactly |
| 10:17:56 | watusimoto | and make all rendering happen in ui methods |
| 10:18:01 | watusimoto | (which may already be done) |
| 10:18:08 | watusimoto | then we can mock UI |
| 10:18:17 | watusimoto | because mocking many objects is lame |
| 10:18:24 | kaen | yesss |
| 10:18:42 | kaen | raptor solved a major problem I was facing in writing tests, btw |
| 10:19:01 | kaen | that is writing memory-safe classes with injectable members |
| 10:19:19 | kaen | he showed me boost_ptr, which I suspect will be our friend in the long run |
| 10:19:22 | kaen | er |
| 10:19:26 | kaen | boost::shared_ptr |
| 10:19:47 | watusimoto | yes |
| 10:20:09 | watusimoto | with that in mind, you will like my next checkin |
| 10:20:22 | watusimoto | (fell asleep before it was quite done last night) |
| 10:20:44 | kaen | and we'll likely have to start littering our tested classes with forward decs of their fixtures so that we can make them friend classes |
| 10:21:18 | kaen | in an effort to not liter the interface and code with test-only methods |
| 10:31:35 | watusimoto | I hope you are wrong, but you may well be right |
| 10:32:03 | | kaen shrugs |
| 10:32:15 | kaen | it's two lines per tested class |
| 10:33:20 | bobdaduck | kaen take a look at the DnD code now? |
| 10:33:36 | watusimoto | but... ugly! |
| 10:34:15 | bobdaduck | Not as ugly as levelgen carnival |
| 10:34:19 | watusimoto | well, I'll accept it if it's the best way |
| 10:34:33 | watusimoto | btw, also am on board with moving the (C) block |
| 10:34:46 | kaen | only to the unenlightened. to those who know the way, they're a beauty mark |
| 10:34:51 | kaen | oh, good! |
| 10:34:54 | watusimoto | could move to external file, or to bottom like luaw |
| 10:35:04 | watusimoto | external file might be easier |
| 10:35:15 | kaen | I liked naev's example of a short reference to an external file |
| 10:35:26 | kaen | plus then we only need to keep one file up to date :) |
| 10:36:19 | kaen | bobdaduck how do I test this? |
| 10:36:36 | bobdaduck | Make a level and set script to DnD, kill yourself. |
| 10:36:46 | bobdaduck | the loadout is sensor + armor |
| 10:36:58 | bobdaduck | and the relevant code is the function nearestShip() |
| 10:37:17 | bobdaduck | Someone should just make that an actual lua function. |
| 10:37:24 | bobdaduck | nearestObject |
| 10:37:30 | watusimoto | we need to teach bobdaduck to write tests for the bugs he finds! |
| 10:38:21 | bobdaduck | Actually right now I'm trying to fix my own code. Haven't found any major flaws with the game recently |
| 10:38:45 | kaen | but that's a good idea |
| 10:39:00 | kaen | I was think a lua test battery would ease the burden of testing the interface |
| 10:39:01 | watusimoto | and the features he requests |
| 10:39:12 | kaen | thinking* |
| 10:39:18 | watusimoto | might be good for setting up game scenarios |
| 10:47:23 | bobdaduck | tests for the bugs I find? |
| 10:48:51 | kaen | functions that give an error when the bug exists, and run fine when the bug is fixed |
| 10:49:23 | kaen | that would help us keep from re-introducing the bug later (since we'd automatically test for it before we commit) |
| 10:49:23 | bobdaduck | I think I've been doing that... |
| 10:49:31 | kaen | yes, but not formally |
| 10:49:36 | | koda Quit (Read error: Connection reset by peer) |
| 10:49:48 | bobdaduck | running list #8 |
| 10:49:51 | kaen | there'd have to be a slight amount of rigor in the way you write them |
| 10:50:43 | bobdaduck | Like...? |
| 10:50:49 | kaen | that sort of illustrates my point, but to the matter at hand: |
| 10:50:55 | kaen | wtf is nearestship supposed to do/ |
| 10:50:56 | kaen | ? |
| 10:51:07 | kaen | and if I uncomment that line and fix nearestship, should the script work? |
| 10:51:36 | bobdaduck | Run through all players in the game, and check their positions, and see which one is closest to the ship that calls nearestShip |
| 10:51:44 | bobdaduck | script should work fine as it is |
| 10:51:52 | kaen | my guess is it's supposed to get the nearest ship that isn't a mimic though, right? |
| 10:51:58 | bobdaduck | Yeah |
| 10:52:01 | kaen | okay |
| 10:52:03 | bobdaduck | because that would infinite loop |
| 10:52:28 | bobdaduck | Script should not crash no matter what you do, as is. Just its not working properly. |
| 10:52:55 | bobdaduck | ...The script isn't crashing, is it? |
| 10:53:07 | kaen | indeed |
| 10:53:10 | watusimoto | ok, outta here; back later! |
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| 10:54:11 | bobdaduck | And then enabling nearestShip() causes everything to freeze when you take sensor armor |
| 10:54:23 | bobdaduck | Which means infinite loop, as far as I understand. Dunno where though. |
| 10:55:43 | kaen | it's because you call nearestShip in classCheck and classCheck in nearestShip |
| 10:55:49 | kaen | and don't check for recursion |
| 10:55:52 | kaen | but it's okay I fixed that |
| 10:55:58 | kaen | almost done |
| 10:56:24 | bobdaduck | This is for the loadout that makes it so your sword is the sword of whoever is closest to you, to be clear. |
| 10:58:52 | bobdaduck | I thought I did check for recursion though? |
| 10:59:04 | bobdaduck | if(isMimic == false) |
| 10:59:54 | kaen | isMimic is always true |
| 10:59:58 | kaen | because it's a function... |
| 11:00:04 | kaen | isMimic(ship) is much more useful |
| 11:00:26 | bobdaduck | oh oops |
| 11:00:28 | bobdaduck | xD |
| 11:03:34 | kaen | http://pastie.org/7912276 |
| 11:05:55 | bobdaduck | script crashed |
| 11:06:07 | kaen | I don't feel bad |
| 11:06:10 | bobdaduck | xD |
| 11:06:18 | kaen | it works fine for me though |
| 11:06:29 | kaen | and santiagozap... |
| 11:06:40 | bobdaduck | what did you do to test it? |
| 11:06:47 | kaen | host |
| 11:06:47 | bobdaduck | I just killed myself and then changed to the loadout |
| 11:06:48 | kaen | join |
| 11:06:51 | kaen | yep |
| 11:07:08 | kaen | post the errors? |
| 11:07:26 | bobdaduck | levels/DnD.levelgen:464: attempt to index local 'ship' (a nil value) |
| 11:08:19 | bobdaduck | wait |
| 11:08:23 | bobdaduck | stop maybe nonissue |
| 11:08:52 | kaen | I do believe |
| 11:09:14 | kaen | hehe |
| 11:09:17 | kaen | even works with bots |
| 11:10:14 | bobdaduck | okay it works! |
| 11:10:21 | bobdaduck | whooo |
| 11:15:05 | bobdaduck | what weapon works best thematically with boost + engineer? |
| 11:16:09 | kaen | rifle |
| 11:16:49 | bobdaduck | Okay, but should I actually DO that? |
| 11:17:22 | bobdaduck | I think Fordcars was considering an AK-47 for his custom weapon xD |
| 11:30:06 | raptor | ok, finally caught up with reading.. |
| 11:30:17 | raptor | highlights? copyright notice killing |
| 11:30:37 | raptor | and... bad change for TNL ghost ID bitsize increase? |
| 11:34:41 | bobdaduck | The other highlight is that after I make this Rambo class for DnD the only thing left will be whip |
| 11:36:45 | bobdaduck | return machineGunSwordGeom |
| 11:42:45 | kaen | so bummed that sdl 1.2 doesn't have a clipboard api :< |
| 11:42:59 | kaen | I really wanted to be able to copy the line from pleiades and paste into the client |
| 11:45:43 | | bobdaduck Quit (Remote host closed the connection) |
| 11:55:00 | raptor | I figure if SDL 2.0 releases this year, that means all linux distros will have it by then end of the year |
| 11:55:20 | raptor | so we'd need to support 1.2 for... 2 years after that maybe? (or indefinitely?) |
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| 13:11:09 | kaen | wow |
| 13:11:29 | bobdaduck | WOW. |
| 13:11:35 | bobdaduck | Have some enthusiasm man |
| 13:11:39 | bobdaduck | We're working with BITFIGHTER. |
| 13:11:41 | kaen | I just got bitfighter to crash gnome-terminal and gdb by playing with X11 clipboard stuff. |
| 13:12:18 | bobdaduck | okay so what does "attempt to index field '?' (a nil value)" mean? |
| 13:12:27 | bobdaduck | there is no question mark on that line. |
| 13:13:24 | kaen | it means you're indexing the value of some expression which is nil |
| 13:13:42 | kaen | the question mark means it's temporary value, not a named variable |
| 13:14:59 | bobdaduck | playerStats[name]["levText"]:setText("level: "..playerStats[name]["level"]) |
| 13:15:20 | bobdaduck | I'm merging the exp script and DnD now |
| 13:15:53 | kaen | playerStats[name]["levText"]:setText |
| 13:15:57 | kaen | is probably the culprit |
| 13:18:51 | bobdaduck | I don't see how |
| 13:19:04 | bobdaduck | because everything is just directly imported across from the exp script where it works |
| 13:19:20 | kaen | well, try logprint(playerStats[name]["levText"]) |
| 13:22:30 | bobdaduck | Okay I got that working |
| 13:23:07 | bobdaduck | Next! |
| 13:23:34 | bobdaduck | and I got it to show the class |
| 13:23:36 | bobdaduck | problem is |
| 13:23:50 | bobdaduck | class is: "table: 09AFC928" |
| 13:25:29 | kaen | if you're doing something like logprint(basicSwordGeom), then yep |
| 13:25:55 | bobdaduck | Yeah, that's pretty much what I'm doing. |
| 13:25:56 | bobdaduck | xD |
| 13:26:02 | bobdaduck | So make it handle everything as strings? |
| 13:26:07 | bobdaduck | Or... |
| 13:26:13 | bobdaduck | How would I print the name of a table? |
| 13:26:32 | kaen | I don't think lua is introspective enough for a variable to know its own name |
| 13:26:58 | kaen | so, you might do a table which maps class names to geometry |
| 13:27:53 | bobdaduck | I'm not good enough with tables do do that. |
| 13:28:00 | bobdaduck | I'll use a function with a tiered if statement instead |
| 13:28:11 | kaen | { Warrior = basicSwordGeom, WhateverOtherClass = otherSwordGeom } |
| 13:28:23 | bobdaduck | yeah |
| 13:29:17 | kaen | and then just store the string on the player's info (or wherever) and when you need the geometry, do: |
| 13:29:31 | kaen | geom = GeometryMap[info.className] |
| 13:29:48 | kaen | and when you need to print it: logprint(info.className) |
| 13:29:49 | kaen | easy. |
| 13:29:54 | kaen | and way less code |
| 13:30:14 | bobdaduck | I still don't understand tables dictionaries keys yet. |
| 13:30:31 | bobdaduck | I understand them *better* because I worked on the exp script a bit which uses a table of tables |
| 13:30:38 | bobdaduck | but I'm not confident enough to use them |
| 13:30:43 | kaen | okay, you know what a real dictionary is? |
| 13:30:49 | bobdaduck | Yeah |
| 13:30:49 | kaen | it's a book you look things up in |
| 13:31:01 | kaen | words to definitions |
| 13:31:03 | bobdaduck | I understand how to read it, but not how to implement it |
| 13:31:04 | kaen | words = keys |
| 13:31:08 | kaen | definitions = values |
| 13:31:20 | kaen | so you make a dictionary in lua |
| 13:32:10 | bobdaduck | See, I keep looking at the codes and it feels like people have an array of playerInfos, and then they randomly go "playerInfos["coolnessfactor"]" and it actually prints out something. |
| 13:32:47 | kaen | then that person has mislabeled the code |
| 13:33:00 | kaen | because playerInfos implies a 2D table (a table of tables) |
| 13:34:15 | kaen | I think the dict["foo"] vs. dict[foo] vs. dict.foo is probably what's confusing you |
| 13:35:07 | kaen | dict["foo"] and dict.foo are exactly equivalent |
| 13:35:11 | bobdaduck | Yeah probably |
| 13:35:16 | bobdaduck | Never seen someone use dict.foo |
| 13:35:30 | kaen | dict[foo] looks up the contents of foo in the dictionary |
| 13:35:34 | kaen | so if foo = "bar" |
| 13:35:43 | kaen | then dict[foo] is actually dict["bar"] |
| 13:35:58 | kaen | that's called "interpolation" |
| 13:36:01 | bobdaduck | I think I just need to meet raptor for lunch and have him explain it to me verbally |
| 13:37:37 | bobdaduck | I understand that if I have an array of say, colors {red blue yellow} |
| 13:37:43 | bobdaduck | colors[1] will return red |
| 13:37:58 | kaen | yes. |
| 13:38:32 | bobdaduck | Now what happens if I go colors["IsPrimaryColor"] |
| 13:38:53 | kaen | you get nil |
| 13:38:57 | kaen | because |
| 13:39:20 | kaen | lua looks for a key that exactly matches "IsPrimaryColor" |
| 13:39:24 | kaen | finds that it doesn't exist |
| 13:39:30 | kaen | and returns what it finds: nothing |
| 13:39:31 | kaen | nil |
| 13:39:40 | bobdaduck | so its looking for colors {red blue yellow IsPrimaryColor"} ? |
| 13:39:46 | kaen | no |
| 13:40:12 | kaen | it's looking for {red, blue, yellow, IsPrimaryColor = "some value"} |
| 13:40:23 | kaen | it's looks for an entry in the dictionary |
| 13:40:30 | kaen | with a key equal to IsPrimaryColor |
| 13:40:41 | kaen | the keys of the other entries in that table are 1, 2, and 3 |
| 13:40:55 | kaen | if you don't assign a key name, you get a number |
| 13:41:02 | bobdaduck | I'm nearly grasping this. Very nearly. |
| 13:41:12 | kaen | press ever forward... |
| 13:41:28 | bobdaduck | Yeah I'm trying |
| 13:41:40 | bobdaduck | this is like the fifth time I've asked #bitfighter to explain tables to me xD |
| 13:41:42 | bobdaduck | Appreciate it |
| 13:42:19 | kaen | no problem. it's a confluence of several intermediate-advanced programming concepts |
| 13:42:23 | kaen | so not for the faint of heart... |
| 13:43:00 | bobdaduck | So is what people are doing usually a one dimensional array with... random parts to it that aren't actually part of the array? |
| 13:43:16 | bobdaduck | like colors[4] would not return "isPrimaryColor" would it? |
| 13:43:42 | kaen | nope |
| 13:44:28 | kaen | colors[4] gets you nil |
| 13:44:32 | bobdaduck | colors {red blue yellow IsPrimaryColor = "no" green} |
| 13:44:38 | bobdaduck | colors[4] returns green? |
| 13:44:42 | kaen | I believe so |
| 13:44:43 | kaen | let me check |
| 13:44:58 | kaen | yes |
| 13:45:09 | kaen | btw, http://www.lua.org/cgi-bin/demo |
| 13:45:15 | kaen | is a good playground for syntax stuff |
| 13:46:14 | bobdaduck | Okay so the next disconnect is in the declaring IsPrimaryColor for each color |
| 13:46:16 | bobdaduck | how does that work? |
| 13:46:20 | kaen | okay |
| 13:46:27 | kaen | so each color is going to be a table itself |
| 13:46:31 | kaen | and you want a big table of tables |
| 13:46:48 | kaen | there's two ways to declare that syntactically: |
| 13:47:08 | kaen | here's the complex one: |
| 13:48:01 | kaen | colors = { red = { IsPrimary = true }, green = { IsPrimary = false } } |
| 13:48:25 | kaen | where you had "no" for IsPrimaryColor in the last example, we're just using a table now |
| 13:49:11 | bobdaduck | yeah |
| 13:49:14 | kaen | some "clearer" syntax for the same thing would be: |
| 13:49:15 | kaen | red = { IsPrimary = true } |
| 13:49:15 | kaen | green = { IsPrimary = false } |
| 13:49:15 | kaen | colors = { red = red, green = green } |
| 13:49:23 | bobdaduck | yeah |
| 13:49:32 | kaen | okay |
| 13:49:48 | bobdaduck | Okay the next disconnect is when people aren't declaring that when they initialize the table, they're declaring it on the go. |
| 13:50:25 | kaen | that's perfectly legal |
| 13:50:50 | kaen | if you assign to a key in a table where that key doesn't exist, it gets created and set to your value |
| 13:50:50 | bobdaduck | Yeah |
| 13:50:53 | kaen | okay |
| 13:52:56 | bobdaduck | colors {"red", "blue", "green"} |
| 13:53:06 | bobdaduck | and then later someone is like |
| 13:53:23 | bobdaduck | uhh |
| 13:53:31 | bobdaduck | I dunno how do they do the isPrimary there. |
| 13:53:59 | kaen | well, you couldn't really do it per color |
| 13:54:06 | kaen | because those are strings, not tables |
| 13:54:49 | bobdaduck | hm. |
| 13:54:54 | kaen | but you could do a simply color -> primariness map |
| 13:54:57 | kaen | like this: |
| 13:55:18 | kaen | colorPrimariness = { red = true, blue = true, green = false } |
| 13:55:26 | kaen | then you could check like this: |
| 13:55:33 | kaen | colorPrimariness["red"] |
| 13:55:45 | kaen | and get either true or false |
| 13:55:46 | kaen | or nil |
| 13:55:50 | kaen | which is false-y |
| 13:55:56 | bobdaduck | yeah |
| 13:56:36 | bobdaduck | (also be thinking on this: I need DnD class names for the following: Trident, Halberd, Kris, Warhammer) |
| 13:56:48 | kaen | and that's what I was suggesting with classname -> swordGeom map |
| 13:57:47 | bobdaduck | Yeah yeah but I need ideas for what the actual classes are called. |
| 13:58:01 | kaen | yeah yeah |
| 13:58:16 | kaen | but I was giving you ideas for how to use a table to solve your earlier problem :) |
| 13:58:19 | bobdaduck | xD |
| 13:58:26 | bobdaduck | Well I've already coded it the long way xD |
| 13:59:10 | bobdaduck | So I have a table of colors |
| 13:59:27 | bobdaduck | I could also do color[red][isPrimary] = true |
| 13:59:28 | bobdaduck | right? |
| 13:59:36 | kaen | yes |
| 13:59:59 | kaen | as long as you've defined a value for the key red |
| 14:00:20 | bobdaduck | erm |
| 14:00:21 | bobdaduck | xD |
| 14:00:35 | kaen | color = { red = { ... } } |
| 14:00:45 | kaen | this wouldn't work though : |
| 14:00:51 | kaen | red = { ... } |
| 14:00:56 | kaen | color = { red } |
| 14:01:10 | kaen | because you'd actually be doing the same as color[1] = red |
| 14:01:24 | kaen | you see how "red =" determines the key name? |
| 14:02:14 | kaen | and if it's not present, you get a number instead |
| 14:02:44 | bobdaduck | yeah sort of |
| 14:03:11 | bobdaduck | I'm never going to be defining things arbitrarily like that though. Its always an empty array like playersInGame = {} that I add to later |
| 14:03:38 | kaen | okay |
| 14:03:51 | kaen | well I use the literal syntax for constant maps and stuff |
| 14:04:04 | kaen | but you can also just set it piece by piece |
| 14:05:06 | kaen | okay, I give up on the clipboard stuff |
| 14:05:50 | kaen | maybe I should fix those error messages now... |
| 14:06:20 | bobdaduck | OR you could tell me what classes use trident warhammer halberd kris |
| 14:07:31 | bobdaduck | because otherwise I'll be using "warhammer guy" and "dude with a trident" |
| 14:08:57 | kaen | sounds good |
| 14:09:45 | bobdaduck | Wow I think I like |
| 14:09:49 | bobdaduck | almost actually understand arrays now |
| 14:09:50 | bobdaduck | xD |
| 14:11:18 | kaen | good, good |
| 14:11:28 | kaen | next: all the other data structures |
| 14:11:47 | kaen | maps, lists, arrays, ring buffers, binary trees... |
| 14:12:05 | kaen | the fun is just beginning \o/ |
| 14:12:20 | bobdaduck | lol |
| 14:12:28 | bobdaduck | As long as we don't have to do sorts. |
| 14:12:35 | bobdaduck | I hated sorts. |
| 14:12:58 | kaen | oh, you'll LOVE red-black trees then... |
| 14:13:30 | kaen | muahahaha. muaahhaHAHAHAHAHA |
| 14:14:08 | kaen | it's hard to cackle menacingly over IRC :/ |
| 14:15:41 | bobdaduck | lol |
| 14:15:44 | bobdaduck | No I got it |
| 14:15:48 | bobdaduck | I was intimidated |
| 14:16:05 | bobdaduck | Do monks use Halberds? |
| 14:16:15 | kaen | probably |
| 14:16:29 | kaen | you should make a fist weapon |
| 14:16:32 | kaen | like just a fist |
| 14:16:35 | kaen | the pumps periodically |
| 14:16:47 | bobdaduck | rofl |
| 14:17:05 | bobdaduck | Yeah ummm maybe. |
| 14:17:07 | kaen | I want to punch people with my ship |
| 14:17:11 | bobdaduck | xDD |
| 14:17:12 | kaen | pls |
| 14:17:30 | bobdaduck | K listen you make it I'll implement it |
| 14:17:34 | bobdaduck | xD |
| 14:18:02 | bobdaduck | Maybe a giant "#1 team" finger? |
| 14:21:32 | kaen | lol perfect |
| 14:21:56 | bobdaduck | I hope someone gets that as their custom weapon sometime xD |
| 14:22:43 | bobdaduck | arg trident is the only one left |
| 14:24:12 | kaen | Retiarius |
| 14:24:22 | kaen | gladiators that use tridents |
| 14:26:22 | bobdaduck | I'm just going "dude with a trident" for now |
| 14:26:33 | bobdaduck | 'cause I dunno what retiarius is |
| 14:29:08 | bobdaduck | Okay now for the really complicated part... |
| 14:29:20 | bobdaduck | Or maybe I'll just skip it. Hmm |
| 14:29:21 | bobdaduck | xD |
| 14:30:00 | bobdaduck | I feel like now the EXP system is implemented I should at least give people exp for things... |
| 14:32:30 | | BFLogBot Commit: c71656e0e21d | Author: watusimoto | Message: Get some UI code out of ClientGame |
| 14:32:32 | | BFLogBot Commit: ae156c2408df | Author: watusimoto | Message: Fix warnings |
| 14:32:33 | | BFLogBot Commit: 05c74cc82b3e | Author: watusimoto | Message: More work on getting SymbolStrings working for joystick buttons. |
| 14:32:35 | | BFLogBot Commit: 0b7f8cda3012 | Author: watusimoto | Message: Merge |
| 14:43:04 | | BFLogBot Commit: 507d462cb39a | Author: buckyballreaction | Message: Fix compiling |
| 14:46:17 | Watusimoto | mmmm this last merge not good for compiling |
| 14:46:57 | Watusimoto | time to try total rebuild |
| 14:47:43 | kaen | :x |
| 14:49:00 | raptor | so was it bad I fixed compiling on Linux? |
| 14:49:54 | Watusimoto | of course not |
| 14:56:46 | | LordDVG Quit (Remote host closed the connection) |
| 15:00:42 | | BFLogBot Commit: c5d69790db2c | Author: watusimoto | Message: Fix warnings |
| 15:00:44 | | BFLogBot Commit: 0b99282801ba | Author: watusimoto | Message: Fix compile errors |
| 15:03:45 | bobdaduck | So |
| 15:03:55 | bobdaduck | how do you guys think karamavozapy would react to DnD |
| 15:03:56 | bobdaduck | ? |
| 15:12:33 | | Watusimoto_ has joined |
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| 15:14:55 | | Watusimoto Quit (Ping timeout: 256 seconds) |
| 15:20:27 | | fordcars has joined |
| 15:30:37 | bobdaduck | Okay so |
| 15:30:50 | bobdaduck | Ships change, right? |
| 15:31:02 | bobdaduck | so If I register a ship and then try to compare it later it won't work right? |
| 15:33:02 | fordcars | how do you "register"? why don't you just use their names? |
| 15:33:30 | fordcars | findGlobalItems(items, ObjType.Ship, ObjType.Robots) |
| 15:33:37 | fordcars | or something |
| 15:34:34 | bobdaduck | findGlobalItems doesn't work in levelgen |
| 15:34:36 | bobdaduck | only bots |
| 15:35:03 | Watusimoto_ | oh goodie. I broke logging into a passworded server |
| 15:35:06 | bobdaduck | Though sam did a workaround where he had the levelgen add a bot and use the function and pass it to the levelgen but |
| 15:36:17 | bobdaduck | sup ford |
| 15:36:19 | bobdaduck | hows that bot? |
| 15:36:24 | fordcars | hehe |
| 15:36:56 | fordcars | I am converting my code like that it doesn't go to the loadout, I had a whole system of timers and stuff |
| 15:37:02 | bobdaduck | and any ideas for what you want for your custom weapon? Just get me a google picture of it or something |
| 15:37:06 | bobdaduck | xD |
| 15:37:14 | fordcars | while bot going to loadout, don't do this, this, this... |
| 15:37:17 | fordcars | haha |
| 15:49:20 | bobdaduck | I think I've spent |
| 15:49:33 | bobdaduck | probably over 72 hours working on DnD at this point |
| 15:49:50 | bobdaduck | YES I KNOW THAT'S NOTHING COMPARED TO ACTUAL PROGRAMMING but for a level? That's kinda big. |
| 15:54:40 | fordcars | ha you must have really allot of free time |
| 15:55:01 | fordcars | the level I most worked on was like 4hours on a really messed up dungeon |
| 15:55:12 | fordcars | or maybe my super-awesome calculator |
| 15:55:29 | fordcars | yay I am finished "converting" the bot |
| 15:57:36 | bobdaduck | I heard about your calculator |
| 15:57:38 | bobdaduck | I wanna see it |
| 15:57:45 | fordcars | bob, what module has to change? |
| 15:58:26 | fordcars | my calculator isn't done, it can only calculate up to three for now haha, but it will be easy to copy-paste it to calculate higher numbers |
| 15:58:42 | fordcars | the """""""wiring"""""" is long |
| 15:59:29 | bobdaduck | both modules |
| 15:59:51 | fordcars | argh ok :P |
| 15:59:58 | bobdaduck | Every module combination will be a different weapon, see |
| 16:00:08 | fordcars | ahhh ok |
| 16:01:18 | | BFLogBot Commit: 69fb56c9beb8 | Author: kaen | Message: print useful responses from server when rating maps |
| 16:01:24 | bobdaduck | is changing both modules hard? xD |
| 16:01:46 | kaen | bobdaduck, you should give 019 a spin when you get some time |
| 16:01:51 | bobdaduck | local mod1 = math.random(7) local mod2 = math.random 7 loadoutset:mod1mod2 |
| 16:02:03 | fordcars | lol well I have to make it== If that module is takien, don't take it again as 2nd module |
| 16:02:06 | bobdaduck | what's in 019? |
| 16:02:18 | kaen | map rating and auto-screenshot stuff |
| 16:02:23 | bobdaduck | oh yeah |
| 16:02:27 | kaen | nothing relevant to your conversation |
| 16:02:29 | bobdaduck | Wasn't that throwing an error though? |
| 16:02:32 | bobdaduck | xD |
| 16:02:41 | kaen | well, you can't rate your own map |
| 16:02:59 | kaen | now it just tells you that instead of print a cryptic error number |
| 16:03:03 | kaen | and the text is green |
| 16:03:09 | kaen | so biiiiiiig difference |
| 16:03:23 | kaen | oh what -- no the text is still red |
| 16:03:31 | kaen | but it's not a number, so that's good |
| 16:04:01 | bobdaduck | xD |
| 16:04:08 | bobdaduck | rofl |
| 16:06:15 | bobdaduck | What sort of crap would go in the DnD shop... |
| 16:06:19 | bobdaduck | Because players have gold now. |
| 16:08:48 | bobdaduck | FORD DO YOU HAVE IDEAS FOR YOUR CUSTOM WEAP? |
| 16:09:23 | fordcars | nope |
| 16:10:09 | kaen | WELL YOU CAN'T HAVE A DISEMBODIED FIST |
| 16:10:11 | fordcars | bobdaduck: bot slaves :D |
| 16:10:30 | kaen | because mine is totally a disembodied fist |
| 16:10:45 | bobdaduck | xD |
| 16:10:50 | fordcars | you can buy a bot like that it is your servant for one minute |
| 16:10:54 | fordcars | ha |
| 16:10:58 | bobdaduck | Uhhhh |
| 16:11:20 | fordcars | ooororrrrrrrr buy another weapon |
| 16:11:43 | bobdaduck | I'm going to veto that one because A) I don't know bot scripting, B) levelgens can't add robots manually, and C) there isn't support for neutral/hostile bots yet. |
| 16:11:53 | fordcars | awwww |
| 16:12:23 | bobdaduck | I'm sure thread could help me there though |
| 16:12:39 | bobdaduck | he's good at making random new levelgen-made weapons |
| 16:12:41 | fordcars | well the only thing you can put then is anther super-weapon |
| 16:12:58 | fordcars | ahhh yeah thread |
| 16:13:03 | bobdaduck | or powerups perhaps |
| 16:13:15 | fordcars | or levelgen commands |
| 16:13:40 | fordcars | kill playerName |
| 16:13:45 | bobdaduck | lol |
| 16:13:47 | fordcars | buy for 5 seconds of that command |
| 16:13:49 | fordcars | haha |
| 16:14:57 | fordcars | how can I get all teams except the one of the bot :( I might need a for loop |
| 16:15:01 | fordcars | I hate those |
| 16:15:18 | bobdaduck | uh |
| 16:15:25 | bobdaduck | lessee |
| 16:15:46 | bobdaduck | In DnD there's just four teams arbitrary |
| 16:16:07 | bobdaduck | so you could get the bots team and then take that out of the possible teams to do stuff |
| 16:16:08 | bobdaduck | ? |
| 16:16:18 | bobdaduck | Dunno what you're trying to do though |
| 16:16:18 | fordcars | maybe |
| 16:16:29 | fordcars | my aiming logic thing |
| 16:17:12 | fordcars | no my "priatorising dogfighting" logic thing |
| 16:17:26 | bobdaduck | if object:getTeam() ~= bot:getTeam() |
| 16:17:36 | fordcars | FINE LOO¨P |
| 16:17:49 | fordcars | no that doesn't work |
| 16:18:02 | kaen | it doesn't? |
| 16:18:14 | fordcars | if there is a team player right before the enemy, the bot will just do nothing |
| 16:18:30 | fordcars | it won't go to the enemy behind it |
| 16:18:56 | bobdaduck | function getNextFurthestTarget(TargetThatDidn'tWork) |
| 16:19:16 | kaen | make a table |
| 16:19:33 | fordcars | yeah, exactly what I feared |
| 16:19:36 | kaen | and only add teams if they aren't equal to the bots |
| 16:19:39 | fordcars | making a table |
| 16:19:47 | kaen | I mean maybe you don't need a table |
| 16:19:59 | fordcars | loop |
| 16:20:02 | kaen | maybe you can iterate through the objects and do something if the teams are not equal |
| 16:20:03 | fordcars | ? |
| 16:20:07 | fordcars | ok |
| 16:20:16 | fordcars | yeah, for loop |
| 16:20:26 | bobdaduck | for loops aren't too hard |
| 16:20:27 | bobdaduck | tables are hard |
| 16:20:28 | kaen | for loops are easy once you get used to them |
| 16:20:36 | fordcars | I hate the syntax |
| 16:20:38 | kaen | for loops for tables are easy too :) |
| 16:20:46 | kaen | yeah the syntax is... unusual |
| 16:20:52 | fordcars | ipairs????????? whats that, the new I pod? |
| 16:20:57 | fordcars | :Pà |
| 16:20:59 | kaen | for k, v in ipairs(t) do |
| 16:21:03 | kaen | well |
| 16:21:20 | fordcars | I did check out ipairs |
| 16:21:25 | bobdaduck | rofl new ipod |
| 16:21:27 | fordcars | but mhahsg |
| 16:21:35 | fordcars | k |
| 16:21:40 | fordcars | for it is |
| 16:21:42 | bobdaduck | I always just use pairs |
| 16:21:56 | bobdaduck | From what I read they're pretty much the same now anyway |
| 16:23:03 | fordcars | sooo, for firstTeam, lastTeam? |
| 16:23:18 | bobdaduck | no |
| 16:23:21 | bobdaduck | what are you trying to do? |
| 16:23:42 | fordcars | wait |
| 16:23:55 | bobdaduck | for numberCellOnTable, actualcontentintable in pairs (tableofstuff) do |
| 16:23:59 | kaen | ah, fordcars discovers iterators :) |
| 16:24:22 | kaen | in the syntax I posted, k is the index of entry and v is the value of that entry |
| 16:24:25 | kaen | each loop |
| 16:24:45 | kaen | so given t = { "foo", "bar" } |
| 16:24:56 | kaen | then on the first go-through k = 1 and v = "foo" |
| 16:25:08 | kaen | and on the second k = 2, v = "bar" |
| 16:25:13 | kaen | etc. |
| 16:25:35 | fordcars | oooh so k, v are local variables that we don't declare beforew? |
| 16:25:41 | kaen | correct |
| 16:25:52 | fordcars | ahhh thanks |
| 16:25:53 | kaen | their scope is exactly the for loop |
| 16:25:57 | kaen | no problem |
| 16:25:59 | bobdaduck | yeah |
| 16:29:40 | fordcars | is there a way to get all the teams index? |
| 16:30:52 | fordcars | es |
| 16:31:34 | bobdaduck | uh |
| 16:31:41 | bobdaduck | there's only four teams so 1 2 3 4 |
| 16:31:53 | fordcars | euh right :3 |
| 16:32:34 | kaen | bobdaduck wtf should I do for the no screenshot image? |
| 16:32:51 | bobdaduck | Want me to make something? |
| 16:32:52 | fordcars | OMG you said the WORD |
| 16:32:57 | bobdaduck | xD |
| 16:33:00 | fordcars | should |
| 16:33:06 | kaen | heh |
| 16:33:09 | fordcars | heh |
| 16:33:22 | kaen | but yes, go ahead |
| 16:33:23 | bobdaduck | I'm basically thinking a greyed-out bitfighter ship on a background with "no screenshot" underneath it |
| 16:33:29 | kaen | sounds good |
| 16:33:39 | kaen | I need an image for the 404 page |
| 16:33:48 | kaen | like a ship crashing into an asteroid would be ideal |
| 16:33:49 | bobdaduck | I CAN DRAW SOMETHING |
| 16:33:52 | kaen | uh |
| 16:33:54 | bobdaduck | LIKE A REALLY SAD BITFIGHTER SHIP |
| 16:33:54 | fordcars | uh |
| 16:33:56 | bobdaduck | WITH TEARS AND STUFF |
| 16:34:02 | kaen | no you should screenshot something... |
| 16:34:02 | fordcars | do the asteroid |
| 16:34:06 | bobdaduck | xD |
| 16:34:11 | fordcars | xD |
| 16:34:14 | kaen | lol |
| 16:34:30 | fordcars | hmmm, Ship crashing in asteroid with error:404 under it? |
| 16:34:38 | fordcars | sounds nice |
| 16:34:54 | kaen | those two feelings are equivalent |
| 16:35:21 | kaen | 404'ing and asteroids I mean |
| 16:35:48 | fordcars | yeah :P |
| 16:35:51 | bobdaduck | xD |
| 16:36:02 | bobdaduck | I will draw you a really sad bitfighter ship anyway |
| 16:36:13 | raptor | kaen: I have an idea for better feedback with uploading a level in the editor |
| 16:36:31 | kaen | me too, but go ahead :) |
| 16:36:45 | raptor | you do a fancy box with the words 'Uploading level' and a bouncer underneath the words scrolling from left to right |
| 16:37:00 | kaen | awesome! |
| 16:37:05 | kaen | your idea is waaay better |
| 16:37:09 | bobdaduck | xD |
| 16:37:23 | raptor | or something similar... |
| 16:37:25 | kaen | mine was "print full error messages" |
| 16:37:27 | kaen | ... |
| 16:37:27 | kaen | so |
| 16:37:32 | fordcars | ha |
| 16:37:41 | bobdaduck | xD |
| 16:37:57 | kaen | but I'm going to set it up like the rating so that the web app determines the message printed |
| 16:37:59 | raptor | the bouncer would of course wrap around to trick people into just watching it for hours on end |
| 16:38:34 | kaen | it's spinning and moving rhythmically |
| 16:38:40 | bobdaduck | rofl |
| 16:38:41 | kaen | excellent hypnosis device |
| 16:39:12 | bobdaduck | "you are getting sleepy. But not sleepy enough to stop playing, just sort of sleepy. And you want to play bitfighter." |
| 16:39:52 | kaen | so we distract them from the harsh realities of network conditions by brainwashing them... |
| 16:39:54 | kaen | brilliant! |
| 16:41:03 | fordcars | haha |
| 16:48:22 | raptor | heading out, laters! |
| 16:48:25 | | raptor Quit () |
| 16:48:56 | fordcars | laters! |
| 16:48:59 | | BFLogBot Commit: d148c6616c12 | Author: watusimoto | Message: Fix warnings |
| 16:49:01 | | BFLogBot Commit: 25c8a1dc34a4 | Author: watusimoto | Message: Dead code |
| 16:49:03 | | BFLogBot Commit: 0d50c0f06846 | Author: watusimoto | Message: Fix warnings |
| 16:49:04 | | BFLogBot Commit: c0e32358e3c3 | Author: watusimoto | Message: Fix warnings |
| 16:49:06 | | BFLogBot Commit: 07ed1edbc258 | Author: watusimoto | Message: Remove another UI dependency, fix logging into pw protected servers; try to make names more obvious; untangle some things |
| 16:49:07 | | BFLogBot Commit: 4376c303d1e4 | Author: watusimoto | Message: Rename class in a vain attempt to make it clearer, and more consistent with other vars/methods |
| 16:49:09 | | BFLogBot Commit: 11d8b2b4d3d0 | Author: watusimoto | Message: Partially successful attempt to clarify and streamline handling of server access passwords. |
| 16:49:10 | | BFLogBot Commit: 372adb1c55ca | Author: watusimoto | Message: Merge |
| 16:54:35 | bobdaduck | okay someone gimme an image showcase website |
| 16:54:43 | bobdaduck | first iteration of "no screenshot" is ready |
| 16:57:07 | bobdaduck | kaen: http://www.bitfighter.org/forums/download/file.php?id=326 |
| 16:58:00 | bobdaduck | I can do better than that but not at the moment |
| 16:59:49 | fordcars | does this thing still work: findClosest((list of items, tableTeams |
| 16:59:51 | fordcars | ) |
| 17:00:05 | fordcars | no 2 ( |
| 17:00:31 | fordcars | findClosest(list of items, tableTeams) |
| 17:02:21 | bobdaduck | It doesn't work in levelgens |
| 17:02:27 | bobdaduck | I think S_Bot uses it though so maybe? |
| 17:02:32 | kaen | afaik it does |
| 17:02:50 | fordcars | well the table of teams doesn't :( |
| 17:03:31 | bobdaduck | oh. |
| 17:03:37 | bobdaduck | yeah probably not... |
| 17:03:49 | fordcars | can it only get one team? |
| 17:06:16 | bobdaduck | I dunno what it can get |
| 17:06:17 | bobdaduck | I don't use it |
| 17:07:07 | bobdaduck | kaen thoughts on the no screenshot? |
| 17:07:46 | kaen | the ship looks aliased |
| 17:07:50 | kaen | did you enlarge it? |
| 17:08:01 | bobdaduck | no I was just sloppy |
| 17:08:05 | kaen | oh okay |
| 17:08:07 | bobdaduck | what does aliased mean? |
| 17:08:13 | kaen | pixelated |
| 17:08:17 | bobdaduck | ah |
| 17:08:27 | fordcars | hense the term anti-aliased |
| 17:08:42 | bobdaduck | makes sense |
| 17:15:07 | | bobdaduck Quit (Remote host closed the connection) |
| 17:29:20 | fordcars | well, at least noq I can use for loop correctly |
| 17:29:25 | fordcars | *now |
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| 18:50:01 | fordcars | raptor, would it be possible for Bitfighter remember the last thing you said in chat in 019? It would be very helpful. |
| 18:50:11 | fordcars | You know, like linux, CommandPrmpt |
| 18:50:18 | fordcars | up arrow key |
| 18:50:24 | fordcars | in chat |
| 18:52:38 | kaen | hehe |
| 18:52:50 | kaen | I actually tried doing that before... |
| 18:52:54 | kaen | but I tried the hard way |
| 18:53:02 | kaen | I'll try again the easy way for you fordcars :) |
| 18:53:21 | fordcars | are you sure? I don't want to push anybody or whatever |
| 18:53:29 | kaen | haha it's fine |
| 18:53:37 | kaen | it's a pretty small thing |
| 18:53:42 | fordcars | good |
| 18:53:49 | fordcars | it would be soooo useful |
| 19:39:30 | | raptor has joined |
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| 19:43:21 | | Platskies has joined |
| 19:46:02 | raptor | yeah so |
| 19:46:15 | raptor | in 015a bitfighter remembered the last thing you said when you left a game |
| 19:46:20 | raptor | and joined another |
| 19:46:35 | raptor | it was due to a static container |
| 19:46:48 | raptor | but we 'fixed' it... either intentionally or not, I don't remember |
| 19:47:14 | raptor | oh wait |
| 19:47:32 | raptor | you mean a bash-like history... |
| 19:47:45 | | Platskies Quit (Ping timeout: 245 seconds) |
| 19:52:04 | raptor | kaen: I'm gonna work on that feedback UI... |
| 19:53:51 | | raptor Quit () |
| 19:53:58 | | raptor_ has joined |
| 19:54:00 | | raptor_ is now known as raptor |
| 19:54:02 | | raptor Quit (Changing host) |
| 19:54:02 | | raptor has joined |
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| 19:54:08 | kaen | okay, cool |
| 20:10:06 | raptor | so I made a change in UI.h and gametype.cpp needed to recompile... this seems wrong |
| 20:14:31 | raptor | what do you think so far kaen?: http://sam6.25u.com/upload/9screenshot_1.png |
| 20:14:41 | raptor | maybe it needs some alpha.. |
| 20:40:28 | fordcars | argh forcefields keep moving and breaking my calculator :( |
| 20:40:48 | fordcars | at my 4th adder |
| 20:41:48 | fordcars | later guys, gtg |
| 20:41:54 | fordcars | night! |
| 20:41:57 | | fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client) |
| 21:29:36 | | SolumnMushroom has joined |
| 21:30:01 | SolumnMushroom | Hello all! |
| 21:34:59 | | BFLogBot Commit: c3b989bd8d81 | Author: buckyballreaction | Message: Add fancy box to editor save message |
| 21:37:49 | SolumnMushroom | A fancy box now? |
| 21:38:10 | SolumnMushroom | As opposed to those unfancy boxes I suppose |
| 21:51:00 | | SolumnMushroom Quit (Read error: Connection reset by peer) |
| 23:02:05 | raptor | I'm still awakE I promise! |
| 23:03:42 | | BFLogBot Commit: 13b8a9350246 | Author: buckyballreaction | Message: More fancy! |
| 23:03:51 | raptor | ok, now i'm not.. good night! |
| 23:07:38 | | raptor Quit () |