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IRC Log for 2013-05-19

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01:29:41BFLogBot Commit: 6ab4fdf0444b | Author: kaen | Message: first pass at adding special key support for all textentries
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10:26:34sam686zap\lineeditor.cpp(126) : error C2668: 'floor' : ambiguous call to overloaded function
10:27:05sam686S32 offsetCharacters = floor(mCursorOffset / mDisplayedCharacters) * mDisplayedCharacters; or S32 = floor(U32 / U32) * U32;...
10:27:36sam686can't do floor on integers. integer division already rounds down I think..
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11:25:12sam686http://sam6.25u.com/upload/screenshot_114.png rendering problems (seem ot happen to me only on release build)
11:29:27BFLogBot Commit: 89de7d5007dc | Author: sam8641 | Message: Fix rendering problem; fix compile error (can't floor U32 integers)
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12:07:16BFLogBot Commit: 4d6f2a48d254 | Author: sam8641 | Message: This somehow fixes repeated addbot kickbots memory leak.
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12:21:05ChanServ sets mode +o raptor
12:21:13raptorhello!
12:23:46raptoryay kaen! I can finally go back and edit my misspellings inline!
12:29:47raptorwow sam686 good find with the rendering problem
12:32:16raptoralso, your Lua change seems dubious... it may hide the problem, but we need to really fix it in LuaWrapper
12:33:56sam686my lua changes definetely fixes the repeated /addbot /kickbot memory problem..
12:34:32raptorit looks like it is scrapping the entire environment after each level?
12:35:03sam686no, it only frees when all varaibles that was holding it is overwritten with Nil
12:35:26sam686before the "e" variable was never set to Nil which lake it look like it is leaking memory..
12:36:03raptorah, so this was an actual bug that doesn't have to do anything with LuaWrapper then?
12:36:20sam686I guess not..
12:36:45sam686but that was the biggest LUA memory leak I keep seeing that I just now fixed..
12:38:10raptorWatusimoto: what do you think about allowing the scoreboard to be viewable when a player does /idle ?
12:42:47Watusimotosure, why not? It does require some bandwitdth though, as the scoreboard is streamed
12:43:08WatusimotoIm not convinced it would be a great thing, but probably not negative either
12:43:15raptorwell, i was thinknig of just allowing TAB to be pressed
12:43:35Watusimotoso when you were /idle, you could press tab?
12:43:42raptoryes, and still stay idle
12:43:46Watusimotowouldn't that imply that you were no longer idle?
12:43:48raptorat least that was sky_lark's idea
12:44:01raptoryes... see here: https://code.google.com/p/bitfighter/issues/detail?id=200
12:44:05Watusimotodo you think people want to go idle and monitor the score?
12:44:12raptoroh and hello
12:44:21Watusimotohi :-)
12:44:22sam686maybe don't let "CONNECTION INTURRUPTED" go on top of scoreboard, cause I can't see the scoreboard when it is...
12:45:03Watusimotocertainly the first two are obvoius
12:45:30Watusimotowhat if we always showed the scoreboard when idle?
12:45:31raptorwhich are already done with the /suspend changes..
12:45:47Watusimotothat might make more sense than having tab be active
12:46:02raptorlet me see how UT does it..
12:46:53sam686maybe only send the score only when the score changes? (but then what about the ping that always changes?)
12:48:47raptorok, upon death, 1 second later the scoreboard pops up with text at the bottom "press [fire] to continue"
12:49:08Watusimotowe could redo the scoreboard to work like this:
12:49:16Watusimotowhen score changes, sent a s2c to alert all clients
12:49:27Watusimotowhen tab is active, only stream pings
12:49:44Watusimotoso the score and player lists and such are always current, and are considered static
12:49:58raptormakes sense
12:49:59Watusimotoit doesn't really make sense to stream the actual scores
12:50:10raptori agree
12:50:25Watusimotoso if we did that, we could show the score sans pings for no cost
12:50:43sam686yes, only steam the stuff that nearly always changes, like pings.
12:50:51Watusimotoexatcly
12:51:19Watusimotojust a thought
12:52:33sam686and if the scores is always current, then I would definetely want to see the score board during and on top of "connection inturrupted"
12:53:01raptorok, i'll get to work...:)
12:57:00WatusimotoI agree!
13:44:58kaenraptor, that's pretty nice for chatting, but I did it so that editing input equations for my plugins wasn't as infuriating
13:45:39kaennothing like meticulously typing out a 512 character equation and realizing that you type 1,68 instead of 1.68
13:51:19BFLogBot Commit: 0b731e4210fa | Author: sam8641 | Message: Fix some memory leak.
14:11:09Watusimotoin europe they do 1,3 for 1 and nearly a third
14:11:17Watusimotoand one thousand is 1.000
14:16:34raptorhi
14:16:40raptorok
14:16:42raptor so
14:17:23raptorscore are already updated properly client-side without the scoreboard
14:17:30raptorthat leaves ratings
14:17:43raptorand... do we want to reconsider sending player ratings?
14:37:56bobdaduck_m has joined
14:39:30bobdaduck_mAll the lovely bitfighters
14:39:37bobdaduck_mWhere do they all come from
14:41:13raptorthe duck has entered the building
14:42:33BFLogBot Commit: ae7879ed3bb5 | Author: buckyballreaction | Message: Remove score transmission from scoreboard updates. Also increase scoreboard update timer to 3 seconds
14:42:34bobdaduck_mFor a time.
14:42:34BFLogBot Commit: b30f30e977b6 | Author: buckyballreaction | Message: Fix minor GCC warnings
14:43:46bobdaduck_mDid you take a look at the lineitem code?
14:47:08bobdaduck_mIf not then I'm gonna start a petition to reinstate cloning in bitfighter.
14:48:46raptoroh man, i'm sorry - i completely forgot (that's the consequence of doing some late at night)
14:49:01bobdaduck_mlol
14:49:05bobdaduck_m's fine
14:49:23raptorin fact, i don't even remember what it was you wanted to do..
14:49:40bobdaduck_mAdd points to a line item's geometry.
14:50:17bobdaduck_mMy idea for doing so was basically add a ships location to the lineItem's geometry every tick or whatever
14:51:28raptorthat's right
14:52:45bobdaduck_mI can't take a look at it right now because I'm not home. I was just wondering.
14:56:13bobdaduck_mHow would I check if a ship is facing more right/left rather than up/down?
14:56:37raptorcheck if angle is between 2 other angles
14:57:45bobdaduck_mif(ship:getAngle() > tau/6 and < tau/...
14:57:50bobdaduck_mnope I have no idea.
14:57:55bobdaduck_mbrb
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15:04:42bobdaduck_mokeyI'mBack
15:05:22raptoractually you were right - but the real question is, what does ship:getAngle() return?
15:05:29raptora point? or a float?
15:05:46bobdaduck_mif(angle > -45 and angle < 45) then
15:05:59bobdaduck_muh, an angle.
15:06:03raptorso a float
15:06:09bobdaduck_mIn radians, if I remember correctly.
15:06:57raptoryes
15:06:59raptorso you were right
15:07:13raptornow I *think* 0 radians is pointing to the right
15:07:26raptorso tau/8 is 45
15:07:34bobdaduck_mpointing to the right is 0, yes.
15:07:39raptor3*tau/8 is 135
15:07:43raptorso...
15:08:00bobdaduck_mSee now, how do you know this.
15:08:07raptoreasy
15:08:18raptor1/8 of a circle is 45 right?
15:08:46bobdaduck_msure
15:09:10raptortime for twiddla!: http://www.twiddla.com/1189252
15:09:27bobdaduck_mI'm on my phone.
15:09:35raptorwell boo
15:09:38bobdaduck_mxD
15:09:48bobdaduck_mPerhaps tomorrow.
15:10:26raptorso basically you just check is an angle is less than 1/8 and greater than 7/8
15:10:38raptorand that's to tell if it is pointing right
15:10:39bobdaduck_myeah
15:10:49raptorleft would be between 3/8 and 5/8
15:11:04bobdaduck_mHow many and or statemens can I string in an if?
15:11:12raptorlots
15:12:02raptorif angle > (3.0/8.0)*tau and angle < (5.0/8.0)*tau
15:12:10bobdaduck_mif(a > -45 and < 45 or a > 135 and blah?
15:12:33raptoryeah, but put the parenthesis around each grouping of 'and'
15:14:50raptorif (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)
15:15:01raptornotice that the second grouping is an OR
15:15:09bobdaduck_mThat's what I needed to know!
15:15:29raptorbecause you can't have an angle both less than 1/8 and greater than 7/8
15:15:30bobdaduck_mAight, I'll be back in like an hour then
15:15:51bobdaduck_mseeyall
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15:50:24BFLogBot 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.
16:00:20BFLogBot Commit: 5d499e17e7b6 | Author: sam8641 | Message: Fix FxManager TeleporterEffect memory leak.
16:00:44raptorsam686: how are you finding these memory leaks?
16:01:55sam686No 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..)
16:02:17raptorinteresting
16:02:35raptorand is it accurate?
16:03:23sam686its 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.
16:04:13sam686you can use your own different memory leak detecting tool to confirm there is no leak after my latest commits today..
16:04:36raptori've used valgrind several times, and i don't remember that TNL one or the spark manager one ever showing up..
16:05:19sam686maybe there was way too many leaks before, its hard to read all of them, i guess..
16:05:34raptorcould be true
16:13:15sam686so far I am not seeing any more leaks at all, even after running 50 s_bot..
16:14:24raptoroh good
16:16:14raptorWatusimoto: 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
16:17:16raptorso i'm not sure i like it, unless we can somehow fit everything and not lose continuity of the game..
16:21:19Watusimotook, well not every experiment is a success
16:21:55raptorshould I somehow allow TAB in idle mode, then?
16:22:07raptoror should I just forget it and move on
16:30:34Watusimoto_ has joined
16:30:40Watusimoto_well, I am ambivalent
16:31:13Watusimoto_I suppose it would be fine to make tab active; that should be pretty easy, no?
16:31:24raptori think so
16:31:30Watusimoto_what are your thoughts?
16:31:32Watusimoto_worth doing?
16:31:37raptorehh
16:31:59raptori'm not eager to code something that one person alone would use...
16:32:06Watusimoto_(if that)
16:32:06raptor(unless it's me) :)
16:32:12Watusimoto_hear hear!
16:32:26Watusimoto_ok, forget it for now
16:32:59Watusimoto_why would he want it? to see how the game is going while waiting to rejoin?
16:33:41raptoryes, i think it was specifically in the BBB
16:33:51raptora few players didn't want to participate in free-for-all matches
16:34:22Watusimoto Quit (Ping timeout: 264 seconds)
16:35:10Watusimoto_I don't really care; if you don't want to do it don;t do it
16:38:22Watusimoto_can you participate in chat while idle?
16:38:44BFLogBot Commit: a1b5414d9bca | Author: sam8641 | Message: Fixed Worm.
16:38:57Watusimoto_worm!!!!!
16:41:20raptorWatusimoto_: no you cannot participate, but if you're sent into idle while typing you can still see other messages
16:41:29raptorand finish your own
16:41:44Watusimoto_idle is such a weird thing
16:42:35raptori've been looking at UT - when you die, the scoreboard pops up and says "press [fire] to continue"
16:42:44raptorbut you can chat
16:42:57raptorand just watch the scoreboard
16:43:29raptorthere is also a game setting that will force all players to instantly spawn or do delay them by X seconds
16:45:08Watusimoto_a kind of punishment for dying
16:45:19raptoryes
16:45:27Watusimoto_do you like how the UT thing works?
16:45:52raptorI do - although we have a difference, and that is to allow the player to go to /idle at will
16:46:12raptornormally you'd have to suicide
16:53:37raptoralso, one thing they do is a scoreboard toggle
16:53:47raptorso F2 turns it on, and leaves it on
16:53:57raptoryou have to press F2 again
16:54:06raptorto turn it off
16:54:35kaenhaving never seen what worm was meant to do
16:54:40kaenI am very excited to build right now
16:55:10Watusimoto_it;s another botched experimental idea I had
16:55:18Watusimoto_that we just can't quite get rid of
16:55:48raptorwe can totally get rid of it!
16:55:59Watusimoto_typing /idle is not so totally different than suiciding
16:56:12kaenI use /idle
16:56:18raptorWatusimoto_: yes, except suicide takes away a point
16:56:23kaenfor suiciding I mean
16:56:55Watusimoto_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
16:57:02Watusimoto_to get to that screen
16:59:16raptorcorrect
17:00:21BFLogBot Commit: 54ed80c73465 | Author: sam8641 | Message: Fixed Worm collision problems.
17:03:25raptorthis brings up the debate of whether or not we should require players to click 'fire' every time they die..
17:04:20kaenyes.
17:04:36raptorbecaus if so, then our flow would be easier..
17:04:45raptorbut i remember people being vehemently opposed...
17:04:58raptorkaen: you think that we should require that?
17:05:03kaensam686, http://pastie.org/7931443
17:05:06kaenyes, I do
17:05:55sam686is that after my latest commits of worm fixes?
17:05:58raptori can see the logic behind it... then we could map F2 or something to the scoreboard, and let players chat, see the scoreboard, etc..
17:05:59kaenyes
17:06:03kaenlet me doublecheck
17:06:17kaenyes, it is
17:06:22sam686i mean I have 2 commits of worm fixes so far..
17:07:02sam686oh, easy fix..
17:07:03kaenchangeset: 7472:54ed80c73465
17:10:06Watusimoto_I do not think we should do a click to respawn... but for the sake of argument, why would it be helpful?
17:10:28BFLogBot Commit: 6c20affcd2ad | Author: sam8641 | Message: Fix Worm setExtent, when length is zero don't use CollisionPoly.
17:10:35sam686fixed it now..
17:10:47Watusimoto_we just do away with /idle?
17:11:46raptorwe might not need to... but I think there is merit in allowing a dead user do other stuff, like chat, see scoreboard, etc..
17:11:59BFLogBot Commit: 0b61f028c0e6 | Author: sam8641 | Message: Fixed my compile error
17:12:06sam686sorry, sould have compiled before push/commit..
17:12:15raptorthat would require something drastic like forcing players to press a button to spawn everytime they die
17:13:34Watusimoto_we could add it as an experimental setting and let people try it and give us real feedback
17:14:00Watusimoto_or... we could make it a setting... autorespawn yes no
17:14:20BFLogBot Commit: c03d75afc789 | Author: buckyballreaction | Message: Minor scoreboard clean-up that allows for future adjustment
17:14:49fordcarsyeah I agree
17:15:38Watusimoto_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
17:15:42raptorif we allow autorespawn, then it probably shouldn't spawndelay them when typing or in menus
17:15:52Watusimoto_no
17:16:03Watusimoto_wait
17:16:05Watusimoto_what?
17:16:13Watusimoto_oh
17:16:15Watusimoto_ok
17:16:20raptorright now, if you type and are killed.. you're are idled
17:16:27raptoruntil you finish typing
17:16:38Watusimoto_so with autospawn, you would just be respawned again, old school like?
17:16:42raptoryes
17:16:45Watusimoto_why do you suggest that?
17:17:10raptorotherwise it seems autospawn doesn't really autospawn
17:17:30raptorinstead its autospawn-unless-typing-or-in-menus
17:17:42Watusimoto_ah, clarity\
17:17:44raptormaybe i'm jsut splitting hairs
17:18:10Watusimoto_the reason we delay people in the menus is so that if they die and respawn they aren't just sitting ducks
17:18:20Watusimoto_I think it makes sense to retain that
17:18:27Watusimoto_as it addresses a real problem
17:18:36raptoryes, ok
17:18:40Watusimoto_(real meaning actual, not significant)
17:19:46Watusimoto_kaen: when you tried your mocking stuff, what mocking library (if any) did you use?
17:20:01kaennone. but have you soon google mock?
17:20:04BFLogBot Commit: 52936d437137 | Author: buckyballreaction | Message: Remove unused parameter with scoreboard
17:20:11Watusimoto_I have soon it.
17:20:21kaenlol
17:20:26kaenjust got off of work
17:20:33Watusimoto_I was also looking at hippo mock, which seems to require less typing
17:20:53Watusimoto_but I don;t know much about the subject, and I didn't look at any others besides those two
17:21:05Watusimoto_hippo looks totally (nearly) automatic
17:21:31Watusimoto_google requires you to create classes manually (or with a script)
17:21:39kaenand hippo has a fluent interface
17:21:46kaenthat's a really good argument for ti
17:21:47kaenit
17:21:52Watusimoto_better than an inarticulate one, that;s for sure
17:22:06Watusimoto_I don;t know what a fluent interface is, to be honest
17:22:14Watusimoto_but it sounds awesome!
17:22:29kaenmocks.ExpectCall(barMock, IBar::c).With("hello").Return(42);
17:22:54kaenTDD libraries have a fluent interface that lets you chain method calls read like english
17:22:58Watusimoto_method chaining
17:23:00raptormethod.method.method.method == fluent
17:23:07Watusimoto_ok, makes sense
17:23:24kaenI find it annoying, but I can't argue with the fact that it's less typing
17:23:29kaenand it's pretty clear what's going on
17:24:08Watusimoto_well, it's testing so it need not be pure
17:24:11kaenoh wow
17:24:22kaengmock has a fluent interface too
17:24:42kaenbut hippo seems to let you use it without declaring a class
17:25:19kaenwell, that settles that.
17:26:42raptori sort of want to update libtomcrypt and just use the .c files we need...
17:28:26Watusimoto_well... you do need to create an interface class
17:28:26raptorwe're like 25 versions behind..
17:29:00Watusimoto_I tried updating libtomcrypt at some point in the past, and either conlcuded 1) it won't work or 2) why bother?
17:29:19bobdaduck_m has joined
17:29:20raptori did the same and found teh default library was now 3 times as big
17:29:31raptorbut we could filter it down..
17:29:39raptorand then i landed on your #2
17:29:46bobdaduck_mOh yeah? well when I did it teh default library was EIGHT times as big!
17:29:49bobdaduck_mSO THERE.
17:30:11bobdaduck_mHi!
17:30:45raptorbobdaduck_m: you play bitfighter sometimes right?
17:31:08raptormaybe you can answer me something from a player's perspective
17:31:42raptorif killed, would you find it useful to chat and view the scoreboard while dead (like when /idle)?
17:32:36bobdaduck_mUh, yeah?
17:32:56raptori can't tell if you're answering my last question
17:33:03bobdaduck_mI am
17:33:10bobdaduck_mDoesn't it do that already?
17:33:19raptorno
17:33:26raptorany key you press takes you out of /idle
17:33:41bobdaduck_moh.
17:33:48bobdaduck_mYeah I've run into that a few times
17:33:54bobdaduck_mBe nice to have that changed.
17:34:02raptornow here's the kicker
17:34:34raptorif we did that, that means we'd need to do something drastic: like requiring playres to press the fire button to respawn
17:35:01bobdaduck_mWhy?
17:35:16bobdaduck_mWhy not just "any key except chat and scoreboard"?
17:35:31bobdaduck_mAlso I don't see anything wrong with having to press fire to continue
17:35:34raptorwhat does 'any key except chat' mean to you?
17:35:47bobdaduck_mG T or TAB.
17:36:08raptorhmm
17:36:43raptordidn't someone have an issue with pressing fire to continue? I remember us not doing that for some reason..
17:37:01bobdaduck_mNot that I know of.
17:37:21bobdaduck_mBUT WHAT IF YOUR FIRE BUTTON IS REMAPPED TO THE G KEY
17:37:31bobdaduck_mOR THE E KEY OR SOMETHING
17:37:44raptorthen you have chosen to accept the consequences
17:37:55bobdaduck_mYOU WOULD HAV TO TALK WITHOUT USING VOWLS!
17:41:06bobdaduck_mAny other questions?
17:42:11raptorwhat 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.
17:42:15kaencan you substantiate the claim that you do, in fact, play bitfighter on occasion?
17:42:30bobdaduck_mLeave it as it is
17:42:36bobdaduck_myeah
17:42:41bobdaduck_mbitfighter.org/stats
17:42:45kaenlol
17:42:55kaenI might rewrite the stats in cake, btw
17:43:09kaenits caching system is phenomenal
17:43:09raptorcake!
17:43:13bobdaduck_mSounds like it'd be easy as pie
17:43:26bobdaduck_mif pie were cake
17:43:30bobdaduck_mWhich it might be
17:43:34kaenone could say
17:43:37bobdaduck_mRectangles and squares perhaps
17:43:37raptornext question: should scoreboard be a toggle? press tab once, scoreboard on, press again, off
17:43:37kaenit will be a piece of cake
17:43:49bobdaduck_mno
17:43:58bobdaduck_mIS IT MY TURN YET
17:44:05raptorso hold it down still?
17:44:13kaenyes.
17:44:16bobdaduck_myeah
17:44:29raptorhmm
17:44:31raptorok
17:45:45kaenhah!
17:45:49kaenso the worm is brown
17:45:54kaenis that a pun on Brownian mothion?
17:45:57kaenmotion?
17:46:41bobdaduck_mOkay 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?
17:48:26bobdaduck_mAnd 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
17:48:42kaenyes
17:49:24bobdaduck_mThat'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)
17:51:16kaenokay, here's a good overview: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=1585
17:51:38bobdaduck_mI'm on my phone which doesn't do links.
17:51:40kaenbut what you're doing is like a poor man's rigid body simulation
17:52:16kaenbasically, you break the rope up into fully rigid "segments" attached at hinges
17:52:27bobdaduck_mYes, exactly
17:52:35kaenthen you need to constrain the position of each "hinge" to a maximum distance
17:52:48kaenmaybe even a fixed distance would be easiest
17:52:54kaenand the whip would be more "stiff"
17:52:55bobdaduck_mYeah
17:53:06fordcarswhy are you guys doing this? ohhhh the whip
17:53:21kaenso, you apply a force at the base of the whip, and move each segment after it to constrain its distance
17:53:37kaenand that link provides the equations to simulate this
17:53:43kaenbut you'll have to translate it to bitfighter
17:55:46bobdaduck_m Quit (Read error: No route to host)
17:56:01bobdaduck_m has joined
17:56:15bobdaduck_mso that's pretty much exactly what I want.
17:56:26kaenah, here's a much much better link
17:57:18kaenworking actionscript (which is an ecmascripten like lua) code: http://pastie.org/7931706
17:57:29kaenwhich is the working source for this: http://www.functionblog.com/?p=134
17:58:02kaenwhich is literally exactly what you're looking for (plus some small code to wrap it around a polygon object!)
17:58:23bobdaduck_mI'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?
17:59:06kaenyou're not very good at this enticing thing
17:59:18bobdaduck_mNo, I'm not xD
18:00:09Watusimoto_raptor: it might have been k that was vehemently opposed
18:00:27bobdaduck_mI mostly just whine and stuff.
18:00:41Watusimoto_and I don;t think scoreboard toggle would be good
18:00:45bobdaduck_mWell, the needs of the many outweigh the needs of the karamavozapy.
18:01:00sam686idling 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.
18:01:27sam686(i was idling and no non-idling players was in it)
18:01:38fordcarsman that rope is awesome though
18:01:49kaenI played with it for so long
18:01:57fordcarsme too haha
18:05:08bobdaduck_mWhich rope?
18:05:24bobdaduck_mis it one of the links that I can't view yet?
18:06:39bobdaduck_m is now known as bobdaduck_mobile
18:08:01kaenindeed
18:12:13Platskies has joined
18:14:19bobdaduck_mobileHow easy / how long will this stiffman whip take me?
18:16:56Platskies Quit (Remote host closed the connection)
18:19:33Watusimoto_when instructions go wrong...
18:19:33Watusimoto_http://img248.imageshack.us/img248/201/screenshot22o.png
18:23:47fordcarshah
18:25:56Watusimoto_looking better:
18:25:57Watusimoto_http://img6.imageshack.us/img6/769/screenshot23oj.png
18:26:11Watusimoto_everything between the two lines of yellow text is rendered with a single command
18:26:28Watusimoto_using this symbolstring thing I'm building
18:26:48Watusimoto_still a few glitches, but it sure is cleaner than the old way of rendering
18:27:53Watusimoto_anyway... this will make rendering complex screens much simpler and more systematic
18:28:29Watusimoto_one thought, to be discussed later, is we could use this to allow people to add color to their server names
18:28:36fordcarslater, heading off
18:28:40Watusimoto_bye
18:28:47fordcarsoff the line!
18:28:50fordcarslater
18:29:00fordcarsignore that last part
18:29:05bobdaduck_mobilelol
18:29:06Watusimoto_already did
18:29:15Watusimoto_whether that is a good idea or not is a different question
18:30:53bobdaduck_mobilecoloring server names?
18:33:29fordcars Quit (Ping timeout: 250 seconds)
18:38:16bobdaduck_mobile Quit ()
18:43:43Watusimoto_just a thought -- let you add color to your server name
18:43:47Watusimoto_but... time for sleep
18:43:54Watusimoto_night!
18:44:03Nothing_Much Quit (Remote host closed the connection)
18:48:53Watusimoto_ Quit (Ping timeout: 245 seconds)
18:54:13raptoryay Sunday Sundaes
18:54:35raptornow that my family is all drugged up, time for bitfighter!
19:07:30kaenraptor, what do you think about changing the cursor character to a | rather than _
19:07:31kaen?
19:07:47raptorI've noticed the '_' seems a little off...
19:08:09raptorhow about a solid rectangle like from the old DOS days
19:08:10kaenespecially when its midstring
19:08:12raptor?
19:08:16kaenthat would be cool too
19:08:44raptorhmm... but that might make people think it'll replace the letter
19:08:56kaenyeah, that was my thought too
19:09:08raptoroh wait... my bash shell uses that though..
19:09:28kaenheh mine too
19:09:30kaenI've never noticed
19:09:33raptor has left
19:09:41kaennow that I think about it, lots of game use a rectangle
19:10:05raptor has joined
19:10:05ChanServ sets mode +o raptor
19:10:10raptoryeah
19:10:16raptorso rectangle?
19:10:19kaenI think so
19:10:26kaenlemme hack it up
19:10:40raptorwould it dynamically adjust its width to the letter? or maybe we could use a monospace font!
19:10:57kaenI really, really want to use a monospace font for all input
19:11:34kaenit would simplify interface stuff, and I can't think of any situation where we'd really want a variable-width font
19:11:58raptornot for input
19:12:03raptoryeah i love monospace
19:12:24kaennot for input?
19:12:28raptorbut would we display the chat message as monospace?
19:12:40kaenno
19:13:23kaenI think the messages should use the main ui font, whatever it ends up being
19:13:36raptori agree
19:14:27kaenso just for the input area. monospace is tons easier to edit when your input is highly structured
19:14:32kaene.g. math or lua code
19:14:43kaenand doesn't hurt anything when it's just text
19:14:45raptoryes, i agree
19:14:53raptorlet's do it!
19:14:56kaencool!
19:15:05raptori wonder what monospace font..
19:15:11raptor looks up his systems'
19:15:35kaenI like droid sans mono :)
19:16:39raptori can't tell what mine is, it jsut says 'Monospace'
19:16:48kaen:|
19:17:08raptorbut I have DroidSansMono, LiberationMono, DejaVuSansMono installed
19:18:47raptori like droidsansmono
19:18:53raptorbut that's not my terminal font..
19:19:18kaenis the "roman" font stuff rendered with ttf now?
19:19:41kaenalternatively: what file do I overwrite to change the textinput font?
19:19:51raptorno, but the font rendering is abstracted now to do either
19:20:00raptorthis is the process
19:20:23raptoradd a new FontContext in FontContextEnum.h
19:20:34raptorlike InputContext
19:20:50raptorthen add a new FontId to the same file
19:21:22raptorthen add it to: FontManager::setFontContext()
19:21:47kaenget it
19:21:48kaenthanks
19:21:52kaengot it*
19:21:53raptorand whenever you want to use it, you start your code block with something like this: FontManager::pushFontContext(ScoreboardContext);
19:22:06raptorand end it with: FontManager::popFontContext();
19:22:37Nothing_Much has joined
19:25:16kaendude
19:25:20kaendroid sans mono looks good
19:25:25raptoryeah?
19:25:43kaenyeah
19:25:50kaenI accidentally set it as the menu font
19:26:33kaenbut back to setting it as the input font...
19:35:56Platskies has joined
19:36:07kaenraptor, http://imgbin.org/index.php?page=image&id=13616
19:36:14kaennot sure how I feel about it as a the font
19:36:25Platskies Quit (Remote host closed the connection)
19:36:51raptoryou have antialiasing!
19:37:13kaenon the fonts...
19:37:14kaenwtf
19:37:18kaenI didn't notice that
19:37:33raptorseems ok to me
19:37:42kaenbetter than it was
19:37:43raptoralso... AA on the fonts and not the ship??? what on earth..
19:38:37kaenI have no explanation
19:38:49kaenI installed fglrx, then it didn't work so I uninstalled it last night
19:39:03kaenmaybe that changed some config option?
19:46:07raptori have no idea
19:49:55raptorok dilemma: when pressing ENTER to finish a chat and your /idle what should happen? right now it immediately unidles you
19:50:14kaenshould definitely keep you idle
19:50:26kaenso, can you think of an instance where we allow editing text that isn't horizontal?
19:50:43kaenthere's a bunch of functions for rendering the "cursor" at an angle
19:50:44raptorif 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?
19:50:54kaennope
19:50:56raptorok
19:50:58raptorthanks
19:51:00kaenyou bet
19:51:02raptornow for your question..
19:51:11raptori think textitems in editor?
19:51:27raptorother than that, i don't think so
19:51:58kaenI think the text editing for those happens in the attributes menu
19:52:23raptorhmm... then I don't know what those would be for..
19:52:24raptoroh
19:52:27raptoractually
19:52:42raptortextitem editing was done inline to the object in pre-017, i think
19:52:48kaenokay, I thought so
19:52:59kaenI'm going to nix them while I'm in here
19:53:03raptorsure
20:08:22raptorkaen: should I care about global master chat when /idle?
20:08:41raptorand handle it to not make the player unidle?
20:15:50kaenI think so
20:30:54BFLogBot Commit: 0b78a67c9da2 | Author: buckyballreaction | Message: Allow chatting and scoreboard viewing if you are spawn delayed
20:34:28raptorok handled
20:35:06raptorkaen: what do you think about allowing levelgen access to game commands?
20:35:47raptorit seems wrong to me that a levelgen script should have access to restart the level...
20:35:56kaenI'd be for it for supervisor scripts
20:36:03kaenbut no reason for levelgens to have it
20:36:10raptorsupervisor scripts?
20:36:33kaenlike the chat log script
20:36:44raptorah, so a global script
20:36:44kaenglobal levelgens?
20:36:47raptoryes
20:36:48kaenyeah
20:36:50raptorhmm...
20:37:05kaenmaybe like a supervisor:runCommand() or someting
20:37:07kaensomething
20:37:23raptorkicking a player...
20:37:26raptorhmm
20:38:47kaenI guess not really "for" it
20:38:50kaenbut I wouldn't object to it
20:41:59raptorhmmm
20:57:08raptorha! we have a levelgen:teamMsg in the docs, and a signature in a header, but no implementation
21:27:33fordcars has joined
21:41:57Nothing_Much Quit (Ping timeout: 248 seconds)
22:01:10BFLogBot Commit: 434c3de515c5 | Author: buckyballreaction | Message: Lots of Lua clean-up of the LuaLevelGenerator class. Still more to do
22:21:18fordcarslater guys
22:25:45fordcars Quit (Ping timeout: 250 seconds)
22:50:30BFLogBot 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)
22:59:44raptorand with that, good night!
23:01:02raptor Quit ()

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