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| 01:12:36 | kaen | !dance |
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| 01:17:59 | ozbitfighter | :( noone answered my question about authentication. |
| 01:20:33 | kaen | hi ozbitfighter |
| 01:20:50 | kaen | there are two concepts of "authentication" in bitfighter |
| 01:21:06 | kaen | an authenticated player is logged in to the game using his forum credentials |
| 01:21:13 | ozbitfighter | ahhhhhh |
| 01:21:29 | kaen | an authenticated game has at least four players, two or more of which are authenticated |
| 01:21:40 | kaen | authenticated games are also called "official" games |
| 01:22:09 | kaen | and are a requirement for stats tracking and earning badges |
| 01:22:24 | ozbitfighter | where are the badges located though? |
| 01:22:35 | ozbitfighter | How does one see status then? |
| 01:22:44 | kaen | they show up on the scoreboard |
| 01:22:45 | ozbitfighter | I've seen the stats page which hmmm |
| 01:22:47 | kaen | or on your stats page |
| 01:22:53 | kaen | on the website |
| 01:22:55 | ozbitfighter | you organize. |
| 01:23:30 | kaen | it might seem integrated, but it's mostly duct tape and silly putty :P |
| 01:24:01 | kaen | you've seen the website stats? |
| 01:24:13 | kaen | this is yours: http://bitfighter.org/stats/player.php?player=ozbitfighter&alltime=&year=2013&month=06 |
| 01:24:26 | kaen | here's mine (with badges) http://bitfighter.org/stats/player.php?player=kaen&alltime=&year=2013&month=06 |
| 01:25:49 | ozbitfighter | ok I see. Have you filtered out the default |
| 01:25:53 | ozbitfighter | username of chumpchange? |
| 01:26:34 | kaen | nope |
| 01:26:58 | kaen | huh. chumpchange has a .3 alltime kdr |
| 01:27:01 | kaen | that's not too bad. |
| 01:29:04 | ozbitfighter | jan to apr 2013 months don't have any authenticated users |
| 01:29:17 | ozbitfighter | even though 2011 is the earliest listed for all time. |
| 01:29:49 | kaen | whoa |
| 01:30:22 | kaen | they don't have any data at all! |
| 01:31:11 | kaen | I just need to run my handy sql aggregator... |
| 01:31:20 | kaen | you should see this monstrosity... |
| 01:32:25 | kaen | https://github.com/kaen/bitfighter_stats/blob/master/aggregate_player_stats.sql |
| 01:32:26 | ozbitfighter | we need a ux designer to spiffy it up. need some beautiful charts. |
| 01:32:30 | kaen | yes we do |
| 01:32:38 | kaen | too much programmer ui design... |
| 01:32:44 | kaen | (all done by yours truly :) ) |
| 01:33:12 | kaen | that being said, how do you like the design of this: http://bitfighter.org/pleiades/ |
| 01:33:21 | kaen | ? |
| 01:33:21 | kaen | it's still WIP |
| 01:35:14 | ozbitfighter | seems more a game browser |
| 01:35:18 | ozbitfighter | i mean map browser |
| 01:35:20 | ozbitfighter | then statistics |
| 01:35:33 | kaen | that is a map browser :) |
| 01:35:35 | ozbitfighter | filtering up good aps automatically from players thouhg is a good thing. |
| 01:35:42 | kaen | it's for 019 |
| 01:35:44 | ozbitfighter | s/maps/aps/ |
| 01:35:54 | kaen | you can upload/download from in the client |
| 01:35:57 | kaen | and also rate |
| 01:36:15 | ozbitfighter | Anyway dinner calls. back in an hour or so. |
| 01:36:17 | kaen | although there is no ui for that... just command |
| 01:36:20 | kaen | okay later |
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| 05:24:37 | ozbitfighter | hallo lorddvg |
| 05:25:37 | LordDVG | hellp ozbitfighter |
| 05:25:42 | LordDVG | ;) |
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| 07:29:09 | raptor | good day! |
| 07:29:17 | raptor | buildbot is back! |
| 07:32:07 | raptor | and so is watusimoto! |
| 07:41:25 | ozbitfighter | wb raptor and watusimoto. |
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| 08:22:31 | raptor | I did it now... |
| 08:22:43 | raptor | I fanned the flames of git vs hg at work |
| 08:30:06 | kaen | uh oh |
| 08:31:41 | kaen | grab your halberd and breast plate. |
| 08:31:46 | kaen | time for a good ol' fashioned holy war. |
| 08:32:56 | watusimoto | good morning, gentlemen |
| 08:33:39 | watusimoto | As for git vs hg, I think fundamentally, both work pretty well, but could be made much easier to use |
| 08:34:11 | watusimoto | git especially seems to have a lot of unneeded complications (maybe I think that because I use the cmd line more and am exposed to more weirdness) |
| 08:34:54 | raptor | hi watusimoto |
| 08:34:59 | raptor | you need to read this: http://jordi.inversethought.com/blog/enough-git/ |
| 08:35:01 | raptor | it's hilarious |
| 08:35:03 | watusimoto | I think it would be cool for someone to create a more simplified layer on top of git to make it simpler |
| 08:35:28 | raptor | well, almost all of git's popular tools try desparately to do that |
| 08:35:32 | watusimoto | the opening sentence is great! |
| 08:39:03 | raptor | hi kaen, welcome back :) |
| 08:41:13 | raptor | anyways, I posted that same link to our internal developer list at work |
| 08:41:26 | raptor | so... I await the skewering |
| 08:50:52 | raptor | now i'm caught up in researching medieval weapons... |
| 08:51:15 | watusimoto | pokey vs crunchy |
| 08:51:28 | watusimoto | that's usually what they come down to |
| 08:51:46 | watusimoto | maybe with a bit of slicey |
| 08:51:48 | raptor | yeah - even the long swords were crunchy... |
| 08:55:02 | watusimoto | makes me glad we chose hg and not git |
| 08:58:30 | raptor | heh |
| 08:58:54 | raptor | so i've had too many coding failures this week - so I started doing GC issues |
| 08:59:03 | raptor | so so so |
| 09:01:30 | raptor | i left you work :) |
| 09:01:46 | watusimoto | I saw your email, if that's what you mean |
| 09:02:01 | raptor | i updated several issues: https://code.google.com/feeds/p/bitfighter/issueupdates/basic |
| 09:04:29 | watusimoto | several indeed |
| 09:05:23 | raptor | ok, maybe i thought it was more in my head... |
| 09:05:37 | watusimoto | the list on the feed is pretty long |
| 09:06:03 | raptor | yeah, latest 20, i think... you'll only need to look at about 10 or so |
| 09:06:41 | | bobdaduck has joined |
| 09:06:46 | watusimoto | chrome does not display xml nicely |
| 09:07:03 | raptor | firefox has a built in feed reader! |
| 09:11:27 | bobdaduck | please give option to disable goalzone/loadoutzone text |
| 09:11:44 | watusimoto | loadout zones don't have text any more! |
| 09:11:58 | bobdaduck | step in the right direction! |
| 09:12:05 | watusimoto | they have a gear icon |
| 09:12:11 | bobdaduck | the word "goal" looks nasty on my goalzone swords |
| 09:12:11 | watusimoto | goal zones will get an icon too |
| 09:12:17 | bobdaduck | But what I'm actually thinking here |
| 09:12:23 | watusimoto | probably, for the moment, a big G |
| 09:12:28 | watusimoto | in orbitron font |
| 09:12:30 | bobdaduck | a 2x2 goalzone is the classic size for retrieve goalzones |
| 09:12:34 | raptor | bobdaduck: ideas for goal zone word replacement? |
| 09:12:44 | bobdaduck | and the word "Goal" doesn't actually /fit/ on a 2x2 zone. |
| 09:12:58 | bobdaduck | Checkered flag |
| 09:12:59 | raptor | or maybe just a grey flag? |
| 09:13:00 | bobdaduck | trophy |
| 09:13:22 | watusimoto | I think something that looks like an in-game object would be confusing, so no flag |
| 09:13:28 | bobdaduck | yeah |
| 09:13:29 | watusimoto | unless it were a differetn flag |
| 09:13:40 | raptor | yes |
| 09:13:47 | bobdaduck | anyway the word "Goal" doesn't fit on a 2x2 block. |
| 09:13:50 | raptor | the, umm... one used in 'stratego'? |
| 09:13:53 | bobdaduck | The new icon should do that. |
| 09:13:56 | watusimoto | well, I'd like to change it |
| 09:14:39 | raptor | hmm... that flag has changed since i remember it.. |
| 09:14:45 | bobdaduck | What if it looked like our in-game object, but was the color of the goalzone and the flag filled the "hole"? |
| 09:14:48 | watusimoto | it's what I remember |
| 09:15:15 | raptor | i remember wrongly then |
| 09:15:22 | raptor | but like that... but just the outline |
| 09:15:56 | bobdaduck | Honestly I liked it without any indicator at all |
| 09:16:01 | raptor | no, i was right! |
| 09:16:24 | raptor | https://glimmthegnome.files.wordpress.com/2012/03/stratego_setup.jpg?w=588 |
| 09:16:29 | raptor | you can barely see it there.. |
| 09:16:38 | raptor | 3rd from the left |
| 09:18:01 | raptor | so something like this: http://www.clipartsfree.net/clipart/18402-waving-white-flag-clipart.html |
| 09:18:34 | watusimoto | I think that would be confusing too |
| 09:18:37 | watusimoto | though less so |
| 09:19:02 | watusimoto | I think a hollow orbitron G would be good, perhaps in a circle |
| 09:19:08 | watusimoto | I'll try it, we can see |
| 09:19:15 | raptor | ok |
| 09:19:22 | raptor | that actually doesn't sound that bad.. |
| 09:19:30 | watusimoto | you can try the flag if you like, and we can compare :-) |
| 09:22:57 | bobdaduck | if I have a red flag and a green flag and a yellow flag |
| 09:23:13 | bobdaduck | in retrieve, if I capture the red flag |
| 09:23:32 | bobdaduck | will it return to its original position, or will it treat the green and yellow flags as start points and maybe end up there? |
| 09:24:03 | watusimoto | I think it will go back to the red |
| 09:25:07 | raptor | it has a list of start points which include (I think): game starting location (maybe not?), same team flag spawns, neutral flag spawns |
| 09:25:23 | raptor | it'll then pseudo-randomly go back to one |
| 09:25:47 | bobdaduck | okay thanks |
| 09:26:06 | bobdaduck | Please increase flag functionality |
| 09:26:17 | watusimoto | when the level loads and finds a flag, it adds a spawn point there |
| 09:26:26 | raptor | please increase bobdaduck's request functionality |
| 09:26:30 | bobdaduck | xD |
| 09:28:05 | bobdaduck | Will there be suns in 019? |
| 09:28:55 | bobdaduck | I'm trying to get around to making a prototype in levelgen |
| 09:29:20 | bobdaduck | but I can't make it a repairable item |
| 09:29:53 | watusimoto | you might be better off trying to do it in c++ |
| 09:31:00 | bobdaduck | No no I can't do that |
| 09:31:10 | bobdaduck | If I learned C++ I would use it for evil |
| 09:31:29 | raptor | i think you have it backwards - it would use you, for evil |
| 09:31:35 | bobdaduck | rofl |
| 09:32:54 | watusimoto | indeed! |
| 09:33:40 | bobdaduck | make two forcefields in the editor, select them both, then try to move them |
| 09:34:14 | raptor | haha |
| 09:34:19 | raptor | that's funny |
| 09:35:28 | bobdaduck | I know about probably every bug in the game but I forget about them because I instinctively work around them at this point. And I forget about them xD |
| 09:35:48 | raptor | please write that one down - i bet it's been around for a long while.. |
| 09:35:55 | raptor | (open an issue on google code) |
| 09:36:05 | bobdaduck | !butg |
| 09:36:08 | bobdaduck | !bug |
| 09:36:08 | BFLogBot | To enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 09:39:34 | raptor | so i'm going to add rotation-about-centroid of an object - shoudl it replace rotation-about-(0,0) ? |
| 09:39:42 | raptor | (in the editor) |
| 09:39:50 | watusimoto | try it and see if it works "better" |
| 09:39:56 | watusimoto | I don't think we need both |
| 09:40:05 | watusimoto | I suspect it will feel more natural |
| 09:40:51 | bobdaduck | rotation about centroid? |
| 09:41:33 | bobdaduck | Shoot I don't think I can do turret:setHealth()... |
| 09:44:14 | raptor | i thought i fixed that.. |
| 09:44:56 | bobdaduck | Nah turrets and forcefields are still way buggy |
| 09:45:05 | raptor | and you're using 019? |
| 09:45:08 | bobdaduck | straight up levelgen:addItem(forcefield) will crash it |
| 09:45:09 | bobdaduck | 018 |
| 09:45:15 | bobdaduck | lol |
| 09:45:26 | bobdaduck | I suppose I should try it in 019... |
| 09:45:34 | raptor | uhh |
| 09:45:39 | raptor | hmm |
| 09:45:42 | raptor | uhh |
| 09:45:51 | raptor | Lua is a bit broken in the last 8 or so revisions... |
| 09:46:13 | bobdaduck | lol |
| 09:46:22 | raptor | and it's totally my fault |
| 09:46:54 | kaen | buildbot keeps old builds on hand |
| 09:47:09 | kaen | and probably doesn't have the last eight or so revisions :P |
| 09:47:23 | raptor | you want: adb9eddad2e8 |
| 09:47:27 | raptor | or earlier |
| 09:50:18 | raptor | thanks bobdaduck for posting that |
| 09:50:20 | raptor | the bug |
| 09:50:29 | raptor | then they'll get remembered |
| 09:50:34 | raptor | and maybe even fixed! |
| 09:51:00 | bobdaduck | lol |
| 09:51:14 | raptor | actually, i've used 'rotate about (0,0) before |
| 09:51:37 | raptor | it takes care of things you want to keep symmetrical |
| 09:52:51 | bobdaduck | I use rotate about 0,0 every level? |
| 09:53:12 | raptor | is that a statement or a question we have to guess? |
| 09:54:10 | bobdaduck | every level! |
| 09:55:24 | raptor | ok then |
| 09:56:00 | raptor | and could rotate-about-centroid (center of mass-ish) replace that? |
| 09:56:07 | raptor | so in-place rotation |
| 09:57:04 | bobdaduck | no it couldn't. |
| 09:57:10 | raptor | ok |
| 09:58:38 | raptor | so i options like so, bobdaduck: http://pastebin.com/5gMDkbDr |
| 09:58:42 | raptor | seem OK? |
| 09:59:16 | bobdaduck | probably? |
| 09:59:34 | raptor | keys seem OK? |
| 09:59:34 | watusimoto | maybe rotate continues to rotate around 0,0, and spin could rotate around centroid? |
| 09:59:51 | raptor | 'spin' as a word replacement? |
| 09:59:52 | watusimoto | just to help clarify the two different rotational concepts? |
| 10:00:21 | watusimoto | what is arbitrary rotate? enter an angle? |
| 10:00:23 | raptor | ok, i can use 'spin'.. i think i like that |
| 10:00:25 | raptor | watusimoto: yes |
| 10:00:31 | watusimoto | and the other one is just 15 degrees? |
| 10:00:40 | raptor | yes |
| 10:01:18 | watusimoto | I think the default rotate (R) should be around 0,0 |
| 10:01:25 | watusimoto | personally |
| 10:01:29 | kaen | I disagree |
| 10:01:37 | watusimoto | though if others disagree I would listen |
| 10:01:39 | watusimoto | like kaen |
| 10:01:50 | kaen | when I go to rotate something, I expect it to rotate around the center of mass in general |
| 10:01:59 | watusimoto | or we could use the words rotate and rotate in place |
| 10:02:04 | kaen | and maybe as a special case, revolve around some point |
| 10:02:25 | bobdaduck | This seems really complicated. |
| 10:02:32 | raptor | ok, since I'm horrible at properly naming things, i'll defer to everyone else |
| 10:02:36 | | raptor gets to coding |
| 10:03:05 | watusimoto | if we do r as rotate-in-place/spin, then I would prefer the ctrl modifier make it rotate around (0,0) |
| 10:03:17 | watusimoto | then shift could toggle between 15degs and arbitrary |
| 10:03:39 | raptor | do we need the 15-degree-interval variant? |
| 10:03:51 | watusimoto | so r would spin, shift-r would arbitrary spin, ctrl-r would rotate, ctrl-shift R would rotate arbitary |
| 10:03:55 | watusimoto | I think it's handy myself |
| 10:03:59 | raptor | ok |
| 10:04:01 | bobdaduck | its nice to have something where I don't have to define how many degrees every time |
| 10:04:29 | watusimoto | 15 gives you lots of nice angles -- 90, 45, 120, etc. |
| 10:04:58 | watusimoto | but is chunky enough you don't need to keep pressing it a zillion times |
| 10:05:17 | raptor | let's you divide up the circle by 2 3 4 6 8 |
| 10:05:26 | watusimoto | exactly |
| 10:05:38 | watusimoto | which is all you need most of the time |
| 10:05:57 | raptor | i've always thought that circles should be 2520 degrees |
| 10:06:05 | watusimoto | but I will concede the R issue to kaen |
| 10:07:51 | raptor | I think we should have some sort of self-reward for adding a feature or fixing a bug in the editor.. |
| 10:09:05 | bobdaduck | lol |
| 10:09:20 | bobdaduck | bobdaduck can make a map in your honor |
| 10:09:39 | watusimoto | my self-reward is called beer |
| 10:09:48 | raptor | ice cream! |
| 10:11:58 | kaen | coffee! |
| 10:12:13 | kaen | although I pay myself well in advance of actually fixing the bugs... |
| 10:12:18 | raptor | haha |
| 10:12:27 | raptor | actually, maybe chips n' salsa |
| 10:12:30 | raptor | hmm.. |
| 10:24:38 | bobdaduck | GRAVITY STACKS RETURNS. |
| 10:27:06 | raptor | nooooo |
| 10:28:27 | watusimoto | we might need a bit of testing around the use of MoveObjects and warping and setting interpolation and such |
| 10:28:32 | watusimoto | it looks like a real muddle |
| 10:28:51 | watusimoto | i.e. when do we use the warp mask, and does it do the right thing? |
| 10:29:13 | watusimoto | everything kind of works at the moment, but I think it works right for the wrong reasons |
| 10:29:47 | watusimoto | WarpPositionMask implies an object just appears in a new location, no? with no attempt to interpolate? |
| 10:30:04 | watusimoto | well, something to look at more closely tonight |
| 10:31:07 | raptor | watusimoto: are you talking about a current bug somewhere? |
| 10:31:19 | raptor | or just our moveObject behavior |
| 10:31:37 | watusimoto | just reading through the code, pondering the source of the burster flicker bug |
| 10:31:44 | raptor | Warp is specifically used for new locations... |
| 10:31:50 | watusimoto | (which I think I see, will try to implement tonight) |
| 10:31:51 | raptor | (I thought) |
| 10:31:59 | watusimoto | yes, that is my understanding as well |
| 10:32:01 | raptor | ah |
| 10:32:25 | watusimoto | but, if so, does this code make sense? |
| 10:32:26 | watusimoto | void MoveItem::setActualPos(const Point &pos) |
| 10:32:26 | watusimoto | { |
| 10:32:26 | watusimoto | if(pos != MoveObject::getActualPos()) // Skip MountableItem, for client side |
| 10:32:26 | watusimoto | { |
| 10:32:26 | watusimoto | setPos(ActualState, pos); |
| 10:32:26 | watusimoto | setMaskBits(WarpPositionMask | PositionMask); // <=== I think we don't want WarpPositionMask here... |
| 10:32:27 | watusimoto | } |
| 10:32:28 | watusimoto | } |
| 10:32:45 | raptor | huh |
| 10:32:47 | raptor | not really |
| 10:32:49 | watusimoto | i.e. does it make sense to sent WarpPositionMask when we setActualPos? |
| 10:33:08 | raptor | I think it would if there were some server side calculation that determined a large jump |
| 10:33:10 | watusimoto | luckily, we use this thing in so few places, it should eb easy enough to track down |
| 10:33:21 | watusimoto | I think there is, somewhere |
| 10:39:23 | | koda Quit (Ping timeout: 245 seconds) |
| 10:39:32 | watusimoto | gentlement, I bid you adieu for the moment |
| 10:39:58 | bobdaduck | gentlement |
| 10:40:05 | bobdaduck | farewell |
| 10:40:24 | raptor | bye bye |
| 10:40:38 | | watusimoto Quit (Quit: Leaving.) |
| 10:59:13 | bobdaduck | I can't get require to work |
| 10:59:50 | bobdaduck | Also I can't figure out geom:scale(geom, sx, sy) |
| 11:01:27 | raptor | 'require' ? |
| 11:02:17 | bobdaduck | like require raptorHelperfunctions.lua |
| 11:02:25 | raptor | ah |
| 11:02:32 | bobdaduck | that's not as pressing as figuring out scale though |
| 11:02:45 | raptor | that is case-sensitive, and the .lua should be in the same folder as the scripts (I think) |
| 11:02:57 | raptor | geom... hmmm |
| 11:03:05 | bobdaduck | http://bitfighter.org/luadocs/class_geom.html |
| 11:03:17 | raptor | looking.. |
| 11:08:55 | raptor | bobdaduck: this works: http://pastebin.com/2hWvftu3 |
| 11:11:01 | bobdaduck | Okay |
| 11:11:13 | bobdaduck | attempting to test the level produces "invalid packet: broken bstream" or whatever |
| 11:11:28 | raptor | oh.. |
| 11:11:30 | raptor | in 018? |
| 11:11:54 | bobdaduck | yes |
| 11:12:06 | raptor | well... |
| 11:12:12 | raptor | i don't know why it's doing that |
| 11:12:13 | bobdaduck | youuuuu |
| 11:13:39 | bobdaduck | okay |
| 11:13:43 | bobdaduck | tested in an old version of 019 |
| 11:13:47 | bobdaduck | still got errror |
| 11:13:56 | bobdaduck | but its being more specific now because EVERYTHIGN CRACHSED |
| 11:14:21 | bobdaduck | unpackUpdate did not match packUpdate for object of class GoalZone. Expected 377 bits, got 5645 bits |
| 11:14:26 | raptor | whoa! |
| 11:14:35 | raptor | that's... that's a huge difference |
| 11:14:43 | bobdaduck | erm |
| 11:14:49 | bobdaduck | I probably stuck an extra number there |
| 11:15:01 | bobdaduck | 565 bits sorry xD |
| 11:15:05 | raptor | ah ok |
| 11:15:46 | raptor | there's something more sinister afoot.. |
| 11:15:53 | raptor | kaen any ideas? |
| 11:16:04 | bobdaduck | its an older version of 019 |
| 11:16:08 | bobdaduck | should I pastie script? |
| 11:16:20 | raptor | i thought you were using my script |
| 11:16:27 | bobdaduck | oh |
| 11:16:28 | bobdaduck | no |
| 11:16:30 | bobdaduck | xD |
| 11:16:45 | bobdaduck | I just looked at it to figure out what I was doing wrong |
| 11:16:56 | bobdaduck | sorry I'll test your script now |
| 11:18:38 | bobdaduck | script runs in 018 |
| 11:19:50 | bobdaduck | okay um |
| 11:19:55 | bobdaduck | I dunno what was wrong |
| 11:19:59 | bobdaduck | but script is working now |
| 11:31:05 | bobdaduck | so how would I make scale not behave weirdly if its not centered on 0,0? |
| 11:31:13 | raptor | read the docs |
| 11:31:16 | raptor | under scale |
| 11:31:18 | bobdaduck | besides translating it to 0,0 and then translating it back which is ridiculous |
| 11:31:39 | raptor | write your own scale function that does it in one step |
| 11:32:27 | bobdaduck | blehhh. |
| 11:35:56 | | Watusimoto has joined |
| 11:41:47 | bobdaduck | Looks like I'll have to write my own scale function |
| 11:42:18 | bobdaduck | because I refuse to have to count how many grid units there are between the center of the zone and 0,0 |
| 11:49:55 | bobdaduck | Nope, not gonna happen... Help |
| 11:50:40 | bobdaduck | Is there any way to do this that does not involve counting grid units and translating back and forth? |
| 11:52:04 | bobdaduck | because then I'd have to define how much each sun needs to be moved and adding a new sun will be a huge pain |
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| 13:04:52 | raptor | question |
| 13:05:01 | raptor | what about spinning multiple objects? |
| 13:05:02 | bobdaduck | Answer! |
| 13:05:21 | bobdaduck | it should try to find the center of mass for all of them. |
| 13:05:24 | raptor | stink |
| 13:05:30 | bobdaduck | OR |
| 13:05:40 | bobdaduck | Nevermind |
| 13:09:13 | bobdaduck | Woah |
| 13:09:17 | bobdaduck | Suns are going to be awesome |
| 13:11:09 | bobdaduck | CRAP |
| 13:11:14 | bobdaduck | I need ship:setHealth() |
| 13:20:17 | raptor | c++! |
| 13:27:07 | raptor | huh |
| 13:27:16 | raptor | our centroid calculation seems a little complex... |
| 13:30:02 | bobdaduck | lol |
| 13:36:08 | bobdaduck | Suns are nearly fully operational... |
| 13:38:54 | raptor | aww man |
| 13:39:06 | raptor | we use R to go CW and Shift+R to go counterclockwise |
| 13:39:06 | bobdaduck | Well actually, they are. I'm just balancing them now |
| 13:39:18 | raptor | but i need to hijack shift+r |
| 13:39:21 | raptor | for something else |
| 13:39:37 | raptor | do we want to keep the CW and CCW options? or just use one of them? |
| 13:40:52 | raptor | ooo |
| 13:40:56 | raptor | we can add ALT! |
| 13:41:10 | raptor | Ctrl+Shift+Alt+R |
| 13:42:02 | bobdaduck | rofl |
| 13:42:53 | bobdaduck | Ctrl+shift+alt+R+tab+number = rotate and change all teams to the number (except neutrals. Neutrals stay the same) |
| 13:43:02 | bobdaduck | ...I would actually totally use that all the time. |
| 13:48:45 | | Watusimoto has joined |
| 13:49:05 | bobdaduck | Guys are you as excited for suns as I am? |
| 13:51:32 | raptor | uhh |
| 13:53:41 | kaen | ex�cit�ed [ik-sahy-tid] Show IPA adjective 1.stirred emotionally; agitated |
| 13:53:43 | kaen | yes. |
| 13:54:43 | bobdaduck | rofl |
| 13:55:15 | raptor | ok, so my spin about center of mass makes objects disappear... |
| 13:55:21 | raptor | sigh |
| 13:55:48 | raptor | oh wait |
| 13:55:57 | raptor | only if there are 2 points... |
| 13:56:00 | raptor | interesting |
| 14:09:14 | raptor | huh |
| 14:09:26 | raptor | i don't think barrier makers return proper centroids.. |
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| 14:30:08 | bobdaduck | Request: Zone that is visible but does nothing |
| 14:30:43 | bobdaduck | Or just allow the levelgen zone to have a team affiliation and visible:yes/no attribute |
| 14:32:08 | bobdaduck | because my choice of using goalzones for suns heavily restricts the gametype I can use for the actual level. |
| 14:33:16 | bobdaduck | I want to do an HTF for it |
| 14:33:24 | bobdaduck | but HTFs use goalzones and that would break it |
| 14:33:34 | bobdaduck | and loadoutzones wouldn't really work either |
| 14:42:47 | | koda has joined |
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| 14:59:16 | | BFLogBot Commit: f5e0df8636aa | Author: watusimoto | Message: Fix bug that has yet to manifest itself |
| 14:59:17 | | BFLogBot Commit: ce48c725f0e9 | Author: watusimoto | Message: Minor |
| 14:59:19 | | BFLogBot Commit: 153ed0a883f6 | Author: watusimoto | Message: Fix visual jumpiness when firing burst |
| 14:59:20 | | BFLogBot Commit: 54db77831da5 | Author: watusimoto | Message: Merge |
| 15:02:50 | raptor | have to do an errand, but the question of the day: |
| 15:02:52 | raptor | PolylineGeometry::onPointsChanged() |
| 15:03:05 | raptor | uses the poly bounds to find the centroid |
| 15:03:22 | raptor | do we want that? what about using the vertices themselves |
| 15:03:35 | raptor | ok gotta run, i'll look back here for insight.. |
| 15:04:59 | bobdaduck | I am strongly in favor of anything that increases functionality |
| 15:08:45 | Watusimoto | vertices themselves would be better -- we have a method to do just that; I'm surprised it works that way, as other polygon things use real centroids (which can be seen by label placement) |
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| 16:21:44 | | bobdaduck has joined |
| 16:23:46 | raptor | ok back |
| 16:28:52 | bobdaduck | yay |
| 16:28:55 | bobdaduck | its nearly time |
| 16:29:13 | bobdaduck | Gimme like 5 min |
| 16:37:35 | bobdaduck | OKAY YOU GUYS READY? |
| 16:37:38 | bobdaduck | raptor and kaen? |
| 16:37:44 | bobdaduck | And anyone else who is not lurking but is here |
| 16:37:48 | raptor | ok |
| 16:37:51 | raptor | what am i doing? |
| 16:38:11 | bobdaduck | getting on 018 |
| 16:38:35 | raptor | ok |
| 16:50:29 | raptor | kaen: if i grab all the centroids of objects, then grab the centroid of that, theoretically all objects should rotate around and the centroid shouldn't change, right?? |
| 16:50:55 | kaen | I'd just use the midpoint of the extents |
| 16:51:19 | raptor | because i'm getting some weird spiralling with some objects (barriers) |
| 16:51:54 | raptor | midpoints of extents will cause spiralling |
| 16:52:03 | raptor | because extents are always a rectangle |
| 16:52:15 | raptor | and rotation of weird objects will create different extents |
| 17:04:35 | bobdaduck | Suns! |
| 17:07:02 | raptor | oh interesting |
| 17:07:13 | raptor | when barriers are moved their centroid is not recalculated... |
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| 17:42:58 | | BFLogBot Commit: 55939fb7d775 | Author: buckyballreaction | Message: Speed up centroid finding method |
| 17:51:04 | | BFLogBot Commit: 5dcdbb488596 | Author: buckyballreaction | Message: Fix bug in finding centroid of a polyline with only two points (happens with barriers) |
| 18:22:32 | | heyub has joined |
| 18:23:37 | heyub | hi |
| 18:36:23 | raptor | hi heyub |
| 18:37:16 | heyub | hows 18b/19 going |
| 18:37:40 | raptor | 019 |
| 18:37:44 | raptor | slowly... |
| 18:37:53 | raptor | but we're hoping to round off some rough edges with usability |
| 18:38:02 | heyub | Thats good |
| 18:38:07 | raptor | because we think we are scaring people away somehow... |
| 18:38:35 | heyub | I feel that way all the time |
| 18:38:41 | raptor | haha |
| 18:40:05 | heyub | So what kinda things are you working on to make it more user-friendly? |
| 18:40:14 | raptor | we add some bot menus |
| 18:40:20 | raptor | and the UI will be a bit different |
| 18:40:50 | heyub | UI is always fun. |
| 18:41:05 | raptor | oh, and an in-game help system |
| 18:41:12 | raptor | that gets annoying real fast |
| 18:42:47 | heyub | Interesting, like tooltips? |
| 18:43:44 | raptor | yes |
| 18:43:56 | raptor | watusimoto is coding that.. |
| 18:44:51 | heyub | Fun |
| 18:47:24 | heyub | Sorry I don't drop in more, its been a busy summer. |
| 18:48:47 | raptor | no problem |
| 18:49:48 | raptor | you still have osx ppc? |
| 18:49:56 | | BFLogBot Commit: e8c14f170f3f | Author: buckyballreaction | Message: Add object rotation-about-centroid in the editor: - 'R' and 'Ctrl+R' do rotate-about-centroid and rotate-about-origin, respectively - Add 'Shift' to rotate the opposite direction, 'Alt' to do arbitrary rotate - Changed levelgen script launching to use 'Ctrl+K' (seemed available) |
| 18:50:01 | raptor | wait, maybe that wasn't you.. |
| 18:54:46 | heyub | Anyone else getting a random "N/A" on the bitfighter homepage? |
| 18:55:03 | heyub | Uh, I do, but I have an intel now, also. |
| 18:56:02 | raptor | no on the homepage |
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| 19:13:28 | bobdaduck | Suns! |
| 19:15:22 | raptor | have you fixed them? |
| 19:15:38 | raptor | are they supposed to hurt you? |
| 19:16:16 | bobdaduck | they do |
| 19:16:18 | bobdaduck | come see? |
| 19:17:55 | raptor | ok |
| 19:18:14 | raptor | bad server is not up |
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| 20:11:38 | | BFLogBot Commit: 171470837246 | Author: buckyballreaction | Message: Fix centroid not being recalculated with barriers in editor |
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