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| 01:29:41 | | BFLogBot Commit: 6ab4fdf0444b | Author: kaen | Message: first pass at adding special key support for all textentries |
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| 10:26:34 | sam686 | zap\lineeditor.cpp(126) : error C2668: 'floor' : ambiguous call to overloaded function |
| 10:27:05 | sam686 | S32 offsetCharacters = floor(mCursorOffset / mDisplayedCharacters) * mDisplayedCharacters; or S32 = floor(U32 / U32) * U32;... |
| 10:27:36 | sam686 | can't do floor on integers. integer division already rounds down I think.. |
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| 11:25:12 | sam686 | http://sam6.25u.com/upload/screenshot_114.png rendering problems (seem ot happen to me only on release build) |
| 11:29:27 | | BFLogBot Commit: 89de7d5007dc | Author: sam8641 | Message: Fix rendering problem; fix compile error (can't floor U32 integers) |
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| 12:07:16 | | BFLogBot Commit: 4d6f2a48d254 | Author: sam8641 | Message: This somehow fixes repeated addbot kickbots memory leak. |
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| 12:21:13 | raptor | hello! |
| 12:23:46 | raptor | yay kaen! I can finally go back and edit my misspellings inline! |
| 12:29:47 | raptor | wow sam686 good find with the rendering problem |
| 12:32:16 | raptor | also, your Lua change seems dubious... it may hide the problem, but we need to really fix it in LuaWrapper |
| 12:33:56 | sam686 | my lua changes definetely fixes the repeated /addbot /kickbot memory problem.. |
| 12:34:32 | raptor | it looks like it is scrapping the entire environment after each level? |
| 12:35:03 | sam686 | no, it only frees when all varaibles that was holding it is overwritten with Nil |
| 12:35:26 | sam686 | before the "e" variable was never set to Nil which lake it look like it is leaking memory.. |
| 12:36:03 | raptor | ah, so this was an actual bug that doesn't have to do anything with LuaWrapper then? |
| 12:36:20 | sam686 | I guess not.. |
| 12:36:45 | sam686 | but that was the biggest LUA memory leak I keep seeing that I just now fixed.. |
| 12:38:10 | raptor | Watusimoto: what do you think about allowing the scoreboard to be viewable when a player does /idle ? |
| 12:42:47 | Watusimoto | sure, why not? It does require some bandwitdth though, as the scoreboard is streamed |
| 12:43:08 | Watusimoto | Im not convinced it would be a great thing, but probably not negative either |
| 12:43:15 | raptor | well, i was thinknig of just allowing TAB to be pressed |
| 12:43:35 | Watusimoto | so when you were /idle, you could press tab? |
| 12:43:42 | raptor | yes, and still stay idle |
| 12:43:46 | Watusimoto | wouldn't that imply that you were no longer idle? |
| 12:43:48 | raptor | at least that was sky_lark's idea |
| 12:44:01 | raptor | yes... see here: https://code.google.com/p/bitfighter/issues/detail?id=200 |
| 12:44:05 | Watusimoto | do you think people want to go idle and monitor the score? |
| 12:44:12 | raptor | oh and hello |
| 12:44:21 | Watusimoto | hi :-) |
| 12:44:22 | sam686 | maybe don't let "CONNECTION INTURRUPTED" go on top of scoreboard, cause I can't see the scoreboard when it is... |
| 12:45:03 | Watusimoto | certainly the first two are obvoius |
| 12:45:30 | Watusimoto | what if we always showed the scoreboard when idle? |
| 12:45:31 | raptor | which are already done with the /suspend changes.. |
| 12:45:47 | Watusimoto | that might make more sense than having tab be active |
| 12:46:02 | raptor | let me see how UT does it.. |
| 12:46:53 | sam686 | maybe only send the score only when the score changes? (but then what about the ping that always changes?) |
| 12:48:47 | raptor | ok, upon death, 1 second later the scoreboard pops up with text at the bottom "press [fire] to continue" |
| 12:49:08 | Watusimoto | we could redo the scoreboard to work like this: |
| 12:49:16 | Watusimoto | when score changes, sent a s2c to alert all clients |
| 12:49:27 | Watusimoto | when tab is active, only stream pings |
| 12:49:44 | Watusimoto | so the score and player lists and such are always current, and are considered static |
| 12:49:58 | raptor | makes sense |
| 12:49:59 | Watusimoto | it doesn't really make sense to stream the actual scores |
| 12:50:10 | raptor | i agree |
| 12:50:25 | Watusimoto | so if we did that, we could show the score sans pings for no cost |
| 12:50:43 | sam686 | yes, only steam the stuff that nearly always changes, like pings. |
| 12:50:51 | Watusimoto | exatcly |
| 12:51:19 | Watusimoto | just a thought |
| 12:52:33 | sam686 | and if the scores is always current, then I would definetely want to see the score board during and on top of "connection inturrupted" |
| 12:53:01 | raptor | ok, i'll get to work...:) |
| 12:57:00 | Watusimoto | I agree! |
| 13:44:58 | kaen | raptor, that's pretty nice for chatting, but I did it so that editing input equations for my plugins wasn't as infuriating |
| 13:45:39 | kaen | nothing like meticulously typing out a 512 character equation and realizing that you type 1,68 instead of 1.68 |
| 13:51:19 | | BFLogBot Commit: 0b731e4210fa | Author: sam8641 | Message: Fix some memory leak. |
| 14:11:09 | Watusimoto | in europe they do 1,3 for 1 and nearly a third |
| 14:11:17 | Watusimoto | and one thousand is 1.000 |
| 14:16:34 | raptor | hi |
| 14:16:40 | raptor | ok |
| 14:16:42 | raptor | so |
| 14:17:23 | raptor | score are already updated properly client-side without the scoreboard |
| 14:17:30 | raptor | that leaves ratings |
| 14:17:43 | raptor | and... do we want to reconsider sending player ratings? |
| 14:37:56 | | bobdaduck_m has joined |
| 14:39:30 | bobdaduck_m | All the lovely bitfighters |
| 14:39:37 | bobdaduck_m | Where do they all come from |
| 14:41:13 | raptor | the duck has entered the building |
| 14:42:33 | | BFLogBot Commit: ae7879ed3bb5 | Author: buckyballreaction | Message: Remove score transmission from scoreboard updates. Also increase scoreboard update timer to 3 seconds |
| 14:42:34 | bobdaduck_m | For a time. |
| 14:42:34 | | BFLogBot Commit: b30f30e977b6 | Author: buckyballreaction | Message: Fix minor GCC warnings |
| 14:43:46 | bobdaduck_m | Did you take a look at the lineitem code? |
| 14:47:08 | bobdaduck_m | If not then I'm gonna start a petition to reinstate cloning in bitfighter. |
| 14:48:46 | raptor | oh man, i'm sorry - i completely forgot (that's the consequence of doing some late at night) |
| 14:49:01 | bobdaduck_m | lol |
| 14:49:05 | bobdaduck_m | 's fine |
| 14:49:23 | raptor | in fact, i don't even remember what it was you wanted to do.. |
| 14:49:40 | bobdaduck_m | Add points to a line item's geometry. |
| 14:50:17 | bobdaduck_m | My idea for doing so was basically add a ships location to the lineItem's geometry every tick or whatever |
| 14:51:28 | raptor | that's right |
| 14:52:45 | bobdaduck_m | I can't take a look at it right now because I'm not home. I was just wondering. |
| 14:56:13 | bobdaduck_m | How would I check if a ship is facing more right/left rather than up/down? |
| 14:56:37 | raptor | check if angle is between 2 other angles |
| 14:57:45 | bobdaduck_m | if(ship:getAngle() > tau/6 and < tau/... |
| 14:57:50 | bobdaduck_m | nope I have no idea. |
| 14:57:55 | bobdaduck_m | brb |
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| 15:04:30 | | bobdaduck_m has joined |
| 15:04:42 | bobdaduck_m | okeyI'mBack |
| 15:05:22 | raptor | actually you were right - but the real question is, what does ship:getAngle() return? |
| 15:05:29 | raptor | a point? or a float? |
| 15:05:46 | bobdaduck_m | if(angle > -45 and angle < 45) then |
| 15:05:59 | bobdaduck_m | uh, an angle. |
| 15:06:03 | raptor | so a float |
| 15:06:09 | bobdaduck_m | In radians, if I remember correctly. |
| 15:06:57 | raptor | yes |
| 15:06:59 | raptor | so you were right |
| 15:07:13 | raptor | now I *think* 0 radians is pointing to the right |
| 15:07:26 | raptor | so tau/8 is 45 |
| 15:07:34 | bobdaduck_m | pointing to the right is 0, yes. |
| 15:07:39 | raptor | 3*tau/8 is 135 |
| 15:07:43 | raptor | so... |
| 15:08:00 | bobdaduck_m | See now, how do you know this. |
| 15:08:07 | raptor | easy |
| 15:08:18 | raptor | 1/8 of a circle is 45 right? |
| 15:08:46 | bobdaduck_m | sure |
| 15:09:10 | raptor | time for twiddla!: http://www.twiddla.com/1189252 |
| 15:09:27 | bobdaduck_m | I'm on my phone. |
| 15:09:35 | raptor | well boo |
| 15:09:38 | bobdaduck_m | xD |
| 15:09:48 | bobdaduck_m | Perhaps tomorrow. |
| 15:10:26 | raptor | so basically you just check is an angle is less than 1/8 and greater than 7/8 |
| 15:10:38 | raptor | and that's to tell if it is pointing right |
| 15:10:39 | bobdaduck_m | yeah |
| 15:10:49 | raptor | left would be between 3/8 and 5/8 |
| 15:11:04 | bobdaduck_m | How many and or statemens can I string in an if? |
| 15:11:12 | raptor | lots |
| 15:12:02 | raptor | if angle > (3.0/8.0)*tau and angle < (5.0/8.0)*tau |
| 15:12:10 | bobdaduck_m | if(a > -45 and < 45 or a > 135 and blah? |
| 15:12:33 | raptor | yeah, but put the parenthesis around each grouping of 'and' |
| 15:14:50 | raptor | if (angle > (3.0/8.0)*tau and angle < (5.0/8.0)*tau) or (angle < (1.0/8.0)*tau or angle > (7.0/8.0)*tau) |
| 15:15:01 | raptor | notice that the second grouping is an OR |
| 15:15:09 | bobdaduck_m | That's what I needed to know! |
| 15:15:29 | raptor | because you can't have an angle both less than 1/8 and greater than 7/8 |
| 15:15:30 | bobdaduck_m | Aight, I'll be back in like an hour then |
| 15:15:51 | bobdaduck_m | seeyall |
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| 15:50:24 | | BFLogBot Commit: 01414236b4ed | Author: sam8641 | Message: This should fix Lua memory leaks, delete Object and Menu when Lua created it, except after MenuUserInterface::addMenuItem or similar. |
| 16:00:20 | | BFLogBot Commit: 5d499e17e7b6 | Author: sam8641 | Message: Fix FxManager TeleporterEffect memory leak. |
| 16:00:44 | raptor | sam686: how are you finding these memory leaks? |
| 16:01:55 | sam686 | No memory leaks detected. Visual Leak Detector is now exiting. (using #include "vld.h", a piece of library downloadable to work with visual studio saying a stack trace where it created it..) |
| 16:02:17 | raptor | interesting |
| 16:02:35 | raptor | and is it accurate? |
| 16:03:23 | sam686 | its pretty much accurate enough to see where it leaks, prints a stack trace on each function after a program exits, if there is a leak. |
| 16:04:13 | sam686 | you can use your own different memory leak detecting tool to confirm there is no leak after my latest commits today.. |
| 16:04:36 | raptor | i've used valgrind several times, and i don't remember that TNL one or the spark manager one ever showing up.. |
| 16:05:19 | sam686 | maybe there was way too many leaks before, its hard to read all of them, i guess.. |
| 16:05:34 | raptor | could be true |
| 16:13:15 | sam686 | so far I am not seeing any more leaks at all, even after running 50 s_bot.. |
| 16:14:24 | raptor | oh good |
| 16:16:14 | raptor | Watusimoto: I have scoreboard pop up now when spawnDelayed - but it feels like i'm being punished again for being killed while chatting (i.e. breaking game continuity). Also chat messages render behind the scoreboard |
| 16:17:16 | raptor | so i'm not sure i like it, unless we can somehow fit everything and not lose continuity of the game.. |
| 16:21:19 | Watusimoto | ok, well not every experiment is a success |
| 16:21:55 | raptor | should I somehow allow TAB in idle mode, then? |
| 16:22:07 | raptor | or should I just forget it and move on |
| 16:30:34 | | Watusimoto_ has joined |
| 16:30:40 | Watusimoto_ | well, I am ambivalent |
| 16:31:13 | Watusimoto_ | I suppose it would be fine to make tab active; that should be pretty easy, no? |
| 16:31:24 | raptor | i think so |
| 16:31:30 | Watusimoto_ | what are your thoughts? |
| 16:31:32 | Watusimoto_ | worth doing? |
| 16:31:37 | raptor | ehh |
| 16:31:59 | raptor | i'm not eager to code something that one person alone would use... |
| 16:32:06 | Watusimoto_ | (if that) |
| 16:32:06 | raptor | (unless it's me) :) |
| 16:32:12 | Watusimoto_ | hear hear! |
| 16:32:26 | Watusimoto_ | ok, forget it for now |
| 16:32:59 | Watusimoto_ | why would he want it? to see how the game is going while waiting to rejoin? |
| 16:33:41 | raptor | yes, i think it was specifically in the BBB |
| 16:33:51 | raptor | a few players didn't want to participate in free-for-all matches |
| 16:34:22 | | Watusimoto Quit (Ping timeout: 264 seconds) |
| 16:35:10 | Watusimoto_ | I don't really care; if you don't want to do it don;t do it |
| 16:38:22 | Watusimoto_ | can you participate in chat while idle? |
| 16:38:44 | | BFLogBot Commit: a1b5414d9bca | Author: sam8641 | Message: Fixed Worm. |
| 16:38:57 | Watusimoto_ | worm!!!!! |
| 16:41:20 | raptor | Watusimoto_: no you cannot participate, but if you're sent into idle while typing you can still see other messages |
| 16:41:29 | raptor | and finish your own |
| 16:41:44 | Watusimoto_ | idle is such a weird thing |
| 16:42:35 | raptor | i've been looking at UT - when you die, the scoreboard pops up and says "press [fire] to continue" |
| 16:42:44 | raptor | but you can chat |
| 16:42:57 | raptor | and just watch the scoreboard |
| 16:43:29 | raptor | there is also a game setting that will force all players to instantly spawn or do delay them by X seconds |
| 16:45:08 | Watusimoto_ | a kind of punishment for dying |
| 16:45:19 | raptor | yes |
| 16:45:27 | Watusimoto_ | do you like how the UT thing works? |
| 16:45:52 | raptor | I do - although we have a difference, and that is to allow the player to go to /idle at will |
| 16:46:12 | raptor | normally you'd have to suicide |
| 16:53:37 | raptor | also, one thing they do is a scoreboard toggle |
| 16:53:47 | raptor | so F2 turns it on, and leaves it on |
| 16:53:57 | raptor | you have to press F2 again |
| 16:54:06 | raptor | to turn it off |
| 16:54:35 | kaen | having never seen what worm was meant to do |
| 16:54:40 | kaen | I am very excited to build right now |
| 16:55:10 | Watusimoto_ | it;s another botched experimental idea I had |
| 16:55:18 | Watusimoto_ | that we just can't quite get rid of |
| 16:55:48 | raptor | we can totally get rid of it! |
| 16:55:59 | Watusimoto_ | typing /idle is not so totally different than suiciding |
| 16:56:12 | kaen | I use /idle |
| 16:56:18 | raptor | Watusimoto_: yes, except suicide takes away a point |
| 16:56:23 | kaen | for suiciding I mean |
| 16:56:55 | Watusimoto_ | my point is that the semantics aren't so different... I thought you were saying in UT you ahve to suicide, and in BF you can /idle |
| 16:57:02 | Watusimoto_ | to get to that screen |
| 16:59:16 | raptor | correct |
| 17:00:21 | | BFLogBot Commit: 54ed80c73465 | Author: sam8641 | Message: Fixed Worm collision problems. |
| 17:03:25 | raptor | this brings up the debate of whether or not we should require players to click 'fire' every time they die.. |
| 17:04:20 | kaen | yes. |
| 17:04:36 | raptor | becaus if so, then our flow would be easier.. |
| 17:04:45 | raptor | but i remember people being vehemently opposed... |
| 17:04:58 | raptor | kaen: you think that we should require that? |
| 17:05:03 | kaen | sam686, http://pastie.org/7931443 |
| 17:05:06 | kaen | yes, I do |
| 17:05:55 | sam686 | is that after my latest commits of worm fixes? |
| 17:05:58 | raptor | i can see the logic behind it... then we could map F2 or something to the scoreboard, and let players chat, see the scoreboard, etc.. |
| 17:05:59 | kaen | yes |
| 17:06:03 | kaen | let me doublecheck |
| 17:06:17 | kaen | yes, it is |
| 17:06:22 | sam686 | i mean I have 2 commits of worm fixes so far.. |
| 17:07:02 | sam686 | oh, easy fix.. |
| 17:07:03 | kaen | changeset: 7472:54ed80c73465 |
| 17:10:06 | Watusimoto_ | I do not think we should do a click to respawn... but for the sake of argument, why would it be helpful? |
| 17:10:28 | | BFLogBot Commit: 6c20affcd2ad | Author: sam8641 | Message: Fix Worm setExtent, when length is zero don't use CollisionPoly. |
| 17:10:35 | sam686 | fixed it now.. |
| 17:10:47 | Watusimoto_ | we just do away with /idle? |
| 17:11:46 | raptor | we might not need to... but I think there is merit in allowing a dead user do other stuff, like chat, see scoreboard, etc.. |
| 17:11:59 | | BFLogBot Commit: 0b61f028c0e6 | Author: sam8641 | Message: Fixed my compile error |
| 17:12:06 | sam686 | sorry, sould have compiled before push/commit.. |
| 17:12:15 | raptor | that would require something drastic like forcing players to press a button to spawn everytime they die |
| 17:13:34 | Watusimoto_ | we could add it as an experimental setting and let people try it and give us real feedback |
| 17:14:00 | Watusimoto_ | or... we could make it a setting... autorespawn yes no |
| 17:14:20 | | BFLogBot Commit: c03d75afc789 | Author: buckyballreaction | Message: Minor scoreboard clean-up that allows for future adjustment |
| 17:14:49 | fordcars | yeah I agree |
| 17:15:38 | Watusimoto_ | or we could say that adding an option means we are indecisive and are forcing the decsion onto our players when we should choose the better option |
| 17:15:42 | raptor | if we allow autorespawn, then it probably shouldn't spawndelay them when typing or in menus |
| 17:15:52 | Watusimoto_ | no |
| 17:16:03 | Watusimoto_ | wait |
| 17:16:05 | Watusimoto_ | what? |
| 17:16:13 | Watusimoto_ | oh |
| 17:16:15 | Watusimoto_ | ok |
| 17:16:20 | raptor | right now, if you type and are killed.. you're are idled |
| 17:16:27 | raptor | until you finish typing |
| 17:16:38 | Watusimoto_ | so with autospawn, you would just be respawned again, old school like? |
| 17:16:42 | raptor | yes |
| 17:16:45 | Watusimoto_ | why do you suggest that? |
| 17:17:10 | raptor | otherwise it seems autospawn doesn't really autospawn |
| 17:17:30 | raptor | instead its autospawn-unless-typing-or-in-menus |
| 17:17:42 | Watusimoto_ | ah, clarity\ |
| 17:17:44 | raptor | maybe i'm jsut splitting hairs |
| 17:18:10 | Watusimoto_ | the reason we delay people in the menus is so that if they die and respawn they aren't just sitting ducks |
| 17:18:20 | Watusimoto_ | I think it makes sense to retain that |
| 17:18:27 | Watusimoto_ | as it addresses a real problem |
| 17:18:36 | raptor | yes, ok |
| 17:18:40 | Watusimoto_ | (real meaning actual, not significant) |
| 17:19:46 | Watusimoto_ | kaen: when you tried your mocking stuff, what mocking library (if any) did you use? |
| 17:20:01 | kaen | none. but have you soon google mock? |
| 17:20:04 | | BFLogBot Commit: 52936d437137 | Author: buckyballreaction | Message: Remove unused parameter with scoreboard |
| 17:20:11 | Watusimoto_ | I have soon it. |
| 17:20:21 | kaen | lol |
| 17:20:26 | kaen | just got off of work |
| 17:20:33 | Watusimoto_ | I was also looking at hippo mock, which seems to require less typing |
| 17:20:53 | Watusimoto_ | but I don;t know much about the subject, and I didn't look at any others besides those two |
| 17:21:05 | Watusimoto_ | hippo looks totally (nearly) automatic |
| 17:21:31 | Watusimoto_ | google requires you to create classes manually (or with a script) |
| 17:21:39 | kaen | and hippo has a fluent interface |
| 17:21:46 | kaen | that's a really good argument for ti |
| 17:21:47 | kaen | it |
| 17:21:52 | Watusimoto_ | better than an inarticulate one, that;s for sure |
| 17:22:06 | Watusimoto_ | I don;t know what a fluent interface is, to be honest |
| 17:22:14 | Watusimoto_ | but it sounds awesome! |
| 17:22:29 | kaen | mocks.ExpectCall(barMock, IBar::c).With("hello").Return(42); |
| 17:22:54 | kaen | TDD libraries have a fluent interface that lets you chain method calls read like english |
| 17:22:58 | Watusimoto_ | method chaining |
| 17:23:00 | raptor | method.method.method.method == fluent |
| 17:23:07 | Watusimoto_ | ok, makes sense |
| 17:23:24 | kaen | I find it annoying, but I can't argue with the fact that it's less typing |
| 17:23:29 | kaen | and it's pretty clear what's going on |
| 17:24:08 | Watusimoto_ | well, it's testing so it need not be pure |
| 17:24:11 | kaen | oh wow |
| 17:24:22 | kaen | gmock has a fluent interface too |
| 17:24:42 | kaen | but hippo seems to let you use it without declaring a class |
| 17:25:19 | kaen | well, that settles that. |
| 17:26:42 | raptor | i sort of want to update libtomcrypt and just use the .c files we need... |
| 17:28:26 | Watusimoto_ | well... you do need to create an interface class |
| 17:28:26 | raptor | we're like 25 versions behind.. |
| 17:29:00 | Watusimoto_ | I tried updating libtomcrypt at some point in the past, and either conlcuded 1) it won't work or 2) why bother? |
| 17:29:19 | | bobdaduck_m has joined |
| 17:29:20 | raptor | i did the same and found teh default library was now 3 times as big |
| 17:29:31 | raptor | but we could filter it down.. |
| 17:29:39 | raptor | and then i landed on your #2 |
| 17:29:46 | bobdaduck_m | Oh yeah? well when I did it teh default library was EIGHT times as big! |
| 17:29:49 | bobdaduck_m | SO THERE. |
| 17:30:11 | bobdaduck_m | Hi! |
| 17:30:45 | raptor | bobdaduck_m: you play bitfighter sometimes right? |
| 17:31:08 | raptor | maybe you can answer me something from a player's perspective |
| 17:31:42 | raptor | if killed, would you find it useful to chat and view the scoreboard while dead (like when /idle)? |
| 17:32:36 | bobdaduck_m | Uh, yeah? |
| 17:32:56 | raptor | i can't tell if you're answering my last question |
| 17:33:03 | bobdaduck_m | I am |
| 17:33:10 | bobdaduck_m | Doesn't it do that already? |
| 17:33:19 | raptor | no |
| 17:33:26 | raptor | any key you press takes you out of /idle |
| 17:33:41 | bobdaduck_m | oh. |
| 17:33:48 | bobdaduck_m | Yeah I've run into that a few times |
| 17:33:54 | bobdaduck_m | Be nice to have that changed. |
| 17:34:02 | raptor | now here's the kicker |
| 17:34:34 | raptor | if we did that, that means we'd need to do something drastic: like requiring playres to press the fire button to respawn |
| 17:35:01 | bobdaduck_m | Why? |
| 17:35:16 | bobdaduck_m | Why not just "any key except chat and scoreboard"? |
| 17:35:31 | bobdaduck_m | Also I don't see anything wrong with having to press fire to continue |
| 17:35:34 | raptor | what does 'any key except chat' mean to you? |
| 17:35:47 | bobdaduck_m | G T or TAB. |
| 17:36:08 | raptor | hmm |
| 17:36:43 | raptor | didn't someone have an issue with pressing fire to continue? I remember us not doing that for some reason.. |
| 17:37:01 | bobdaduck_m | Not that I know of. |
| 17:37:21 | bobdaduck_m | BUT WHAT IF YOUR FIRE BUTTON IS REMAPPED TO THE G KEY |
| 17:37:31 | bobdaduck_m | OR THE E KEY OR SOMETHING |
| 17:37:44 | raptor | then you have chosen to accept the consequences |
| 17:37:55 | bobdaduck_m | YOU WOULD HAV TO TALK WITHOUT USING VOWLS! |
| 17:41:06 | bobdaduck_m | Any other questions? |
| 17:42:11 | raptor | what do you think the default behavior should be on death? leave as is?, or other, like pop up scoreboard, requirre [fire] to be pressed, etc. |
| 17:42:15 | kaen | can you substantiate the claim that you do, in fact, play bitfighter on occasion? |
| 17:42:30 | bobdaduck_m | Leave it as it is |
| 17:42:36 | bobdaduck_m | yeah |
| 17:42:41 | bobdaduck_m | bitfighter.org/stats |
| 17:42:45 | kaen | lol |
| 17:42:55 | kaen | I might rewrite the stats in cake, btw |
| 17:43:09 | kaen | its caching system is phenomenal |
| 17:43:09 | raptor | cake! |
| 17:43:13 | bobdaduck_m | Sounds like it'd be easy as pie |
| 17:43:26 | bobdaduck_m | if pie were cake |
| 17:43:30 | bobdaduck_m | Which it might be |
| 17:43:34 | kaen | one could say |
| 17:43:37 | bobdaduck_m | Rectangles and squares perhaps |
| 17:43:37 | raptor | next question: should scoreboard be a toggle? press tab once, scoreboard on, press again, off |
| 17:43:37 | kaen | it will be a piece of cake |
| 17:43:49 | bobdaduck_m | no |
| 17:43:58 | bobdaduck_m | IS IT MY TURN YET |
| 17:44:05 | raptor | so hold it down still? |
| 17:44:13 | kaen | yes. |
| 17:44:16 | bobdaduck_m | yeah |
| 17:44:29 | raptor | hmm |
| 17:44:31 | raptor | ok |
| 17:45:45 | kaen | hah! |
| 17:45:49 | kaen | so the worm is brown |
| 17:45:54 | kaen | is that a pun on Brownian mothion? |
| 17:45:57 | kaen | motion? |
| 17:46:41 | bobdaduck_m | Okay my turn. If I were to program the whip, would it be viable to do it based on goalzones with "hinges" on the ends and ship angles giving it velocity and whatever (so its basically just a rope thing you drag around with your angle) anyway would that be viable? |
| 17:48:26 | bobdaduck_m | And then I dunno maybe later I'll make it wrap around turrets and yank them off the wall and stuff but hey one step at a time |
| 17:48:42 | kaen | yes |
| 17:49:24 | bobdaduck_m | That's what I've been planning all along and it doesn't sound too difficult in my head (except that I'm bad with physics) |
| 17:51:16 | kaen | okay, here's a good overview: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=1585 |
| 17:51:38 | bobdaduck_m | I'm on my phone which doesn't do links. |
| 17:51:40 | kaen | but what you're doing is like a poor man's rigid body simulation |
| 17:52:16 | kaen | basically, you break the rope up into fully rigid "segments" attached at hinges |
| 17:52:27 | bobdaduck_m | Yes, exactly |
| 17:52:35 | kaen | then you need to constrain the position of each "hinge" to a maximum distance |
| 17:52:48 | kaen | maybe even a fixed distance would be easiest |
| 17:52:54 | kaen | and the whip would be more "stiff" |
| 17:52:55 | bobdaduck_m | Yeah |
| 17:53:06 | fordcars | why are you guys doing this? ohhhh the whip |
| 17:53:21 | kaen | so, you apply a force at the base of the whip, and move each segment after it to constrain its distance |
| 17:53:37 | kaen | and that link provides the equations to simulate this |
| 17:53:43 | kaen | but you'll have to translate it to bitfighter |
| 17:55:46 | | bobdaduck_m Quit (Read error: No route to host) |
| 17:56:01 | | bobdaduck_m has joined |
| 17:56:15 | bobdaduck_m | so that's pretty much exactly what I want. |
| 17:56:26 | kaen | ah, here's a much much better link |
| 17:57:18 | kaen | working actionscript (which is an ecmascripten like lua) code: http://pastie.org/7931706 |
| 17:57:29 | kaen | which is the working source for this: http://www.functionblog.com/?p=134 |
| 17:58:02 | kaen | which is literally exactly what you're looking for (plus some small code to wrap it around a polygon object!) |
| 17:58:23 | bobdaduck_m | I'm not gonna start working on it for a few weeks until I finish the inventotry/shop system, until which time I will continue trying to entice a dev to make it. Alright? |
| 17:59:06 | kaen | you're not very good at this enticing thing |
| 17:59:18 | bobdaduck_m | No, I'm not xD |
| 18:00:09 | Watusimoto_ | raptor: it might have been k that was vehemently opposed |
| 18:00:27 | bobdaduck_m | I mostly just whine and stuff. |
| 18:00:41 | Watusimoto_ | and I don;t think scoreboard toggle would be good |
| 18:00:45 | bobdaduck_m | Well, the needs of the many outweigh the needs of the karamavozapy. |
| 18:01:00 | sam686 | idling bug in nexus, it says Nexus closed until the end of game with time limit 0:00, then time limit jumped to 4:30 but says nexus closed til end of game. I can sometimes put flags in what looks like a closed nexus. |
| 18:01:27 | sam686 | (i was idling and no non-idling players was in it) |
| 18:01:38 | fordcars | man that rope is awesome though |
| 18:01:49 | kaen | I played with it for so long |
| 18:01:57 | fordcars | me too haha |
| 18:05:08 | bobdaduck_m | Which rope? |
| 18:05:24 | bobdaduck_m | is it one of the links that I can't view yet? |
| 18:06:39 | | bobdaduck_m is now known as bobdaduck_mobile |
| 18:08:01 | kaen | indeed |
| 18:12:13 | | Platskies has joined |
| 18:14:19 | bobdaduck_mobile | How easy / how long will this stiffman whip take me? |
| 18:16:56 | | Platskies Quit (Remote host closed the connection) |
| 18:19:33 | Watusimoto_ | when instructions go wrong... |
| 18:19:33 | Watusimoto_ | http://img248.imageshack.us/img248/201/screenshot22o.png |
| 18:23:47 | fordcars | hah |
| 18:25:56 | Watusimoto_ | looking better: |
| 18:25:57 | Watusimoto_ | http://img6.imageshack.us/img6/769/screenshot23oj.png |
| 18:26:11 | Watusimoto_ | everything between the two lines of yellow text is rendered with a single command |
| 18:26:28 | Watusimoto_ | using this symbolstring thing I'm building |
| 18:26:48 | Watusimoto_ | still a few glitches, but it sure is cleaner than the old way of rendering |
| 18:27:53 | Watusimoto_ | anyway... this will make rendering complex screens much simpler and more systematic |
| 18:28:29 | Watusimoto_ | one thought, to be discussed later, is we could use this to allow people to add color to their server names |
| 18:28:36 | fordcars | later, heading off |
| 18:28:40 | Watusimoto_ | bye |
| 18:28:47 | fordcars | off the line! |
| 18:28:50 | fordcars | later |
| 18:29:00 | fordcars | ignore that last part |
| 18:29:05 | bobdaduck_mobile | lol |
| 18:29:06 | Watusimoto_ | already did |
| 18:29:15 | Watusimoto_ | whether that is a good idea or not is a different question |
| 18:30:53 | bobdaduck_mobile | coloring server names? |
| 18:33:29 | | fordcars Quit (Ping timeout: 250 seconds) |
| 18:38:16 | | bobdaduck_mobile Quit () |
| 18:43:43 | Watusimoto_ | just a thought -- let you add color to your server name |
| 18:43:47 | Watusimoto_ | but... time for sleep |
| 18:43:54 | Watusimoto_ | night! |
| 18:44:03 | | Nothing_Much Quit (Remote host closed the connection) |
| 18:48:53 | | Watusimoto_ Quit (Ping timeout: 245 seconds) |
| 18:54:13 | raptor | yay Sunday Sundaes |
| 18:54:35 | raptor | now that my family is all drugged up, time for bitfighter! |
| 19:07:30 | kaen | raptor, what do you think about changing the cursor character to a | rather than _ |
| 19:07:31 | kaen | ? |
| 19:07:47 | raptor | I've noticed the '_' seems a little off... |
| 19:08:09 | raptor | how about a solid rectangle like from the old DOS days |
| 19:08:10 | kaen | especially when its midstring |
| 19:08:12 | raptor | ? |
| 19:08:16 | kaen | that would be cool too |
| 19:08:44 | raptor | hmm... but that might make people think it'll replace the letter |
| 19:08:56 | kaen | yeah, that was my thought too |
| 19:09:08 | raptor | oh wait... my bash shell uses that though.. |
| 19:09:28 | kaen | heh mine too |
| 19:09:30 | kaen | I've never noticed |
| 19:09:33 | | raptor has left |
| 19:09:41 | kaen | now that I think about it, lots of game use a rectangle |
| 19:10:05 | | raptor has joined |
| 19:10:05 | | ChanServ sets mode +o raptor |
| 19:10:10 | raptor | yeah |
| 19:10:16 | raptor | so rectangle? |
| 19:10:19 | kaen | I think so |
| 19:10:26 | kaen | lemme hack it up |
| 19:10:40 | raptor | would it dynamically adjust its width to the letter? or maybe we could use a monospace font! |
| 19:10:57 | kaen | I really, really want to use a monospace font for all input |
| 19:11:34 | kaen | it would simplify interface stuff, and I can't think of any situation where we'd really want a variable-width font |
| 19:11:58 | raptor | not for input |
| 19:12:03 | raptor | yeah i love monospace |
| 19:12:24 | kaen | not for input? |
| 19:12:28 | raptor | but would we display the chat message as monospace? |
| 19:12:40 | kaen | no |
| 19:13:23 | kaen | I think the messages should use the main ui font, whatever it ends up being |
| 19:13:36 | raptor | i agree |
| 19:14:27 | kaen | so just for the input area. monospace is tons easier to edit when your input is highly structured |
| 19:14:32 | kaen | e.g. math or lua code |
| 19:14:43 | kaen | and doesn't hurt anything when it's just text |
| 19:14:45 | raptor | yes, i agree |
| 19:14:53 | raptor | let's do it! |
| 19:14:56 | kaen | cool! |
| 19:15:05 | raptor | i wonder what monospace font.. |
| 19:15:11 | | raptor looks up his systems' |
| 19:15:35 | kaen | I like droid sans mono :) |
| 19:16:39 | raptor | i can't tell what mine is, it jsut says 'Monospace' |
| 19:16:48 | kaen | :| |
| 19:17:08 | raptor | but I have DroidSansMono, LiberationMono, DejaVuSansMono installed |
| 19:18:47 | raptor | i like droidsansmono |
| 19:18:53 | raptor | but that's not my terminal font.. |
| 19:19:18 | kaen | is the "roman" font stuff rendered with ttf now? |
| 19:19:41 | kaen | alternatively: what file do I overwrite to change the textinput font? |
| 19:19:51 | raptor | no, but the font rendering is abstracted now to do either |
| 19:20:00 | raptor | this is the process |
| 19:20:23 | raptor | add a new FontContext in FontContextEnum.h |
| 19:20:34 | raptor | like InputContext |
| 19:20:50 | raptor | then add a new FontId to the same file |
| 19:21:22 | raptor | then add it to: FontManager::setFontContext() |
| 19:21:47 | kaen | get it |
| 19:21:48 | kaen | thanks |
| 19:21:52 | kaen | got it* |
| 19:21:53 | raptor | and whenever you want to use it, you start your code block with something like this: FontManager::pushFontContext(ScoreboardContext); |
| 19:22:06 | raptor | and end it with: FontManager::popFontContext(); |
| 19:22:37 | | Nothing_Much has joined |
| 19:25:16 | kaen | dude |
| 19:25:20 | kaen | droid sans mono looks good |
| 19:25:25 | raptor | yeah? |
| 19:25:43 | kaen | yeah |
| 19:25:50 | kaen | I accidentally set it as the menu font |
| 19:26:33 | kaen | but back to setting it as the input font... |
| 19:35:56 | | Platskies has joined |
| 19:36:07 | kaen | raptor, http://imgbin.org/index.php?page=image&id=13616 |
| 19:36:14 | kaen | not sure how I feel about it as a the font |
| 19:36:25 | | Platskies Quit (Remote host closed the connection) |
| 19:36:51 | raptor | you have antialiasing! |
| 19:37:13 | kaen | on the fonts... |
| 19:37:14 | kaen | wtf |
| 19:37:18 | kaen | I didn't notice that |
| 19:37:33 | raptor | seems ok to me |
| 19:37:42 | kaen | better than it was |
| 19:37:43 | raptor | also... AA on the fonts and not the ship??? what on earth.. |
| 19:38:37 | kaen | I have no explanation |
| 19:38:49 | kaen | I installed fglrx, then it didn't work so I uninstalled it last night |
| 19:39:03 | kaen | maybe that changed some config option? |
| 19:46:07 | raptor | i have no idea |
| 19:49:55 | raptor | ok dilemma: when pressing ENTER to finish a chat and your /idle what should happen? right now it immediately unidles you |
| 19:50:14 | kaen | should definitely keep you idle |
| 19:50:26 | kaen | so, can you think of an instance where we allow editing text that isn't horizontal? |
| 19:50:43 | kaen | there's a bunch of functions for rendering the "cursor" at an angle |
| 19:50:44 | raptor | if i changed that, what it would mean: if you are legitimately playing and you're killed while chatting you'll have to press another key - is that bad? |
| 19:50:54 | kaen | nope |
| 19:50:56 | raptor | ok |
| 19:50:58 | raptor | thanks |
| 19:51:00 | kaen | you bet |
| 19:51:02 | raptor | now for your question.. |
| 19:51:11 | raptor | i think textitems in editor? |
| 19:51:27 | raptor | other than that, i don't think so |
| 19:51:58 | kaen | I think the text editing for those happens in the attributes menu |
| 19:52:23 | raptor | hmm... then I don't know what those would be for.. |
| 19:52:24 | raptor | oh |
| 19:52:27 | raptor | actually |
| 19:52:42 | raptor | textitem editing was done inline to the object in pre-017, i think |
| 19:52:48 | kaen | okay, I thought so |
| 19:52:59 | kaen | I'm going to nix them while I'm in here |
| 19:53:03 | raptor | sure |
| 20:08:22 | raptor | kaen: should I care about global master chat when /idle? |
| 20:08:41 | raptor | and handle it to not make the player unidle? |
| 20:15:50 | kaen | I think so |
| 20:30:54 | | BFLogBot Commit: 0b78a67c9da2 | Author: buckyballreaction | Message: Allow chatting and scoreboard viewing if you are spawn delayed |
| 20:34:28 | raptor | ok handled |
| 20:35:06 | raptor | kaen: what do you think about allowing levelgen access to game commands? |
| 20:35:47 | raptor | it seems wrong to me that a levelgen script should have access to restart the level... |
| 20:35:56 | kaen | I'd be for it for supervisor scripts |
| 20:36:03 | kaen | but no reason for levelgens to have it |
| 20:36:10 | raptor | supervisor scripts? |
| 20:36:33 | kaen | like the chat log script |
| 20:36:44 | raptor | ah, so a global script |
| 20:36:44 | kaen | global levelgens? |
| 20:36:47 | raptor | yes |
| 20:36:48 | kaen | yeah |
| 20:36:50 | raptor | hmm... |
| 20:37:05 | kaen | maybe like a supervisor:runCommand() or someting |
| 20:37:07 | kaen | something |
| 20:37:23 | raptor | kicking a player... |
| 20:37:26 | raptor | hmm |
| 20:38:47 | kaen | I guess not really "for" it |
| 20:38:50 | kaen | but I wouldn't object to it |
| 20:41:59 | raptor | hmmm |
| 20:57:08 | raptor | ha! we have a levelgen:teamMsg in the docs, and a signature in a header, but no implementation |
| 21:27:33 | | fordcars has joined |
| 21:41:57 | | Nothing_Much Quit (Ping timeout: 248 seconds) |
| 22:01:10 | | BFLogBot Commit: 434c3de515c5 | Author: buckyballreaction | Message: Lots of Lua clean-up of the LuaLevelGenerator class. Still more to do |
| 22:21:18 | fordcars | later guys |
| 22:25:45 | | fordcars Quit (Ping timeout: 250 seconds) |
| 22:50:30 | | BFLogBot Commit: 84d994ec536f | Author: buckyballreaction | Message: Lua API: Add more messaging capability to Lua LevelController: - Actually implement levelgen:teamMsg(message, teamIndex) - Add levelgen:privateMsg(message, playerName) - Add levelgen:announce(message) |
| 22:59:44 | raptor | and with that, good night! |
| 23:01:02 | | raptor Quit () |